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Playing the Game
Story Hour
Soneillon. Part 1 (Updated 6/15)
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<blockquote data-quote="Sepulchrave II" data-source="post: 889784" data-attributes="member: 4303"><p>Generally I only prepare 1 session ahead in <em>detailed</em> terms - wrt. "who" and "where." Things often fly off at tangents, and I'm forced to wing it.</p><p></p><p>There are character strokes which define the game, tho: For example, the initial Irknaan note says:</p><p></p><p>Irknaan: tension Rhyxali/Graz'zt (Soneillon?). Fierce pride/independence. Relations - Nhura (mistrust, interdependence); Shupthul (domination); Crosod (fear, occasional need); Samodoquol (caution). Utimately disdainful of demons. Opportunist. Aesthete. Erotic/sensual/powerful/dominating. Brilliant logician. Protective of the source. </p><p></p><p>Things tend to be detailed in terms of relationships: Graz'zt to Ainhorr; Tramst to Oronthon; Oronthon to Eadric etc. I guess when you have a fair conception of the way that characters are likely to interact, then the plot direction kind of 'looks after itself,' so to speak.</p><p></p><p>Timing is another thing - I generally make sure that if the players are about to make a big decision which changes the whole direction of the campaign (have a war, go to Afqithan etc.), then it falls at the <em>end</em> of a gaming session, giving me time to pull the details together and fill in the gaps before the next time we sit down. It doesn't always work, and I end up winging it anyway - but as long as the <em>characters</em> of the npcs are solid in my mind, I can usually maintain consistency.</p><p></p><p></p><p></p><p>I'm reluctant to give any definitive answer to that question.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>That was my conception also - that it is very definitely a non-Newtonian place, where space is stretched and reticulated. Any place in Afqithan is always at the centre, and the centre is always 1500 miles away from the boundaries.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 889784, member: 4303"] Generally I only prepare 1 session ahead in [I]detailed[/I] terms - wrt. "who" and "where." Things often fly off at tangents, and I'm forced to wing it. There are character strokes which define the game, tho: For example, the initial Irknaan note says: Irknaan: tension Rhyxali/Graz'zt (Soneillon?). Fierce pride/independence. Relations - Nhura (mistrust, interdependence); Shupthul (domination); Crosod (fear, occasional need); Samodoquol (caution). Utimately disdainful of demons. Opportunist. Aesthete. Erotic/sensual/powerful/dominating. Brilliant logician. Protective of the source. Things tend to be detailed in terms of relationships: Graz'zt to Ainhorr; Tramst to Oronthon; Oronthon to Eadric etc. I guess when you have a fair conception of the way that characters are likely to interact, then the plot direction kind of 'looks after itself,' so to speak. Timing is another thing - I generally make sure that if the players are about to make a big decision which changes the whole direction of the campaign (have a war, go to Afqithan etc.), then it falls at the [I]end[/I] of a gaming session, giving me time to pull the details together and fill in the gaps before the next time we sit down. It doesn't always work, and I end up winging it anyway - but as long as the [I]characters[/I] of the npcs are solid in my mind, I can usually maintain consistency. I'm reluctant to give any definitive answer to that question.:D That was my conception also - that it is very definitely a non-Newtonian place, where space is stretched and reticulated. Any place in Afqithan is always at the centre, and the centre is always 1500 miles away from the boundaries. [/QUOTE]
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Soneillon. Part 1 (Updated 6/15)
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