Story Hours better than the actual game?

dreaded_beast

First Post
Have you ever wondered if story hours (for this thread, any type of written recap of a gaming session) ever make the game seem more exciting than it actual was?

I ask because I feel that after I read my own recaps, they seem alot more vivid and exciting than I remember the actual session being.
 

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I usually get the feeling they were as exciting, or at least close.

I can only say for sure, though, that the game from my Story Hour was definitely every bit as exciting as the story itself seems to be(...judging from comments from readers, at least)
 

Maybe you get caught up in the rules at the time? Stories are more exciting than rolling.
 

Personally I would say my game is better than my storyhour. I can't get every bit of dialogue, every action that develops a character etc. Plus since I'm writing one of my two storyhours about two years after the fact, I'm having to recreate events as best I remember them, or as best my players' and my notes are covering those events. Stuff gets lost in that all.

However, in the storyhour I do get to develop NPCs and behind the scenes stuff that otherwise was only postulated in game but never directly witnessed. Obviously getting inside the heads, throne rooms or bedrooms of an archfiend isn't going to be generally something the PCs in the start of a campaign get into. If ever depending on the game. This lets me develop the adversaries just as much as the PCs get developed, and I enjoy it.
 

not better, just different. Story hourts don't have the breaks and the other little things that can happen during a session. But a session has all the people and their enjoyment and excitment. It has everything while the story hour never invcludes all theat happened. But the story hour can smoothe things over and help with areas that didn't quite work in game.
 

I'd say they're about even actually. There's a lot of little things in a game session that make it good - but they're *temporary* - your character developes, your memory slips things move on. But when you go back to read a story hour - esp. a well written one - you get to enjoy both the writing involved, a 'I made this' squeel of glee - and most importantly, it echos that memory of that day at the table. So it's like getting to revisit the long lost event.
 

I think my story hour is more articulate than my session a little bit, because I can go back and reread before I post (or at least edit after I post) but other than that, no. In fact, I wish I could capture the dialogue of the sessions better than I do.
 

Yeah, the dialogue is the key. I almost want to record the audio of our sessions for those key gaming quotes such as the player fresh from the dentist screaming "Fo Heboniusths" through wads of cotton as his paladin charges a gnoll or "Stop that boy! He grabbed my nuts!" coming from the bard disguised as an elderly lady street vendor....

As mentioned above, though, my blog/story hour review is a time for the PCs to read and pick up on a few of my thoughts about the villain that didn't come up or come through in game. I also get to use it as a tool to teach them about *other options* their characters can take in combat. Lines such as "Crap I hope this fool doesn'tdisarm me," thought the rogue as he maneuvered for a backstab reminds them of special combat actions they don't use that often.
 

Well I have no story hour but the recaps I write are better than the game. My players don't RP in the slightest and in fact get grumpy when too many RP opportunities are presented. The recaps are basically the only way I round out the world and add any depth. Ironically, if I make the recaps too long/flavorful they aren't read. Please, send pity. :\
 

Alsih2o runs a tasty, diabolic, and deeply engrossing campaign.

Beale Knight writes a frothy, philosophic, and poignant story hour.

I figger I've got it good. Jury's still out now that the dm/bard roles are reversed, but things are panning out OK.

[points]See linkies[/points]
 

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