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Story Hour
The Doomed Bastards: Reckoning (story complete)
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<blockquote data-quote="shilsen" data-source="post: 3999734" data-attributes="member: 198"><p>I guess that depends on what kind of narrative impact you're going for. With PCs at these levels, going for the grim and gritty, dungeon survival approach doesn't work very well, I think. But then there's no reason that it has to. No character at these levels is anywhere close to a normal human being any more, and I figure shifting the narrative slightly in order to emphasize that works fine. </p><p></p><p>And there's something to be said for the mythic quality of such PCs. <em>Beowulf</em> and the <em>Mahabharata</em> are incredible narratives, and I don't think their impact is at all lessened by the realization that the primary characters are very far from what I would define as normal human beings. The PCs in my Eberron game are 14th lvl and one of the things I quite enjoy in my story hour is emphasizing the fact that they are nowhere close to normal people any more, but that doesn't detract (I think) from their triumphs or their suffering. </p><p></p><p>I really liked your update a day ago (Chapter 337) where Varo discussed exactly how much these characters have changed and how far they are from normal humanity. There was a lot of effective narrative impact there, and I'd personally like to see that aspect played up, especially since it fits better with the reality of the characters. Similarly, the bits where you emphasized Talen's inhumanity and ability to absorb what normal people cannot, worked very well for me, because it's true to the reality of the character in the game world. In contrast, attempts to make it seem like Dar or Allera should be bothered by things which just don't fit with their reality in the game world (like falling 60 ft and taking 6d6 dmg, for example) just seem a lot more forced, despite the quality of the language and the writing.</p><p></p><p>Okay, I'll stop rambling now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="shilsen, post: 3999734, member: 198"] I guess that depends on what kind of narrative impact you're going for. With PCs at these levels, going for the grim and gritty, dungeon survival approach doesn't work very well, I think. But then there's no reason that it has to. No character at these levels is anywhere close to a normal human being any more, and I figure shifting the narrative slightly in order to emphasize that works fine. And there's something to be said for the mythic quality of such PCs. [I]Beowulf[/I] and the [I]Mahabharata[/I] are incredible narratives, and I don't think their impact is at all lessened by the realization that the primary characters are very far from what I would define as normal human beings. The PCs in my Eberron game are 14th lvl and one of the things I quite enjoy in my story hour is emphasizing the fact that they are nowhere close to normal people any more, but that doesn't detract (I think) from their triumphs or their suffering. I really liked your update a day ago (Chapter 337) where Varo discussed exactly how much these characters have changed and how far they are from normal humanity. There was a lot of effective narrative impact there, and I'd personally like to see that aspect played up, especially since it fits better with the reality of the characters. Similarly, the bits where you emphasized Talen's inhumanity and ability to absorb what normal people cannot, worked very well for me, because it's true to the reality of the character in the game world. In contrast, attempts to make it seem like Dar or Allera should be bothered by things which just don't fit with their reality in the game world (like falling 60 ft and taking 6d6 dmg, for example) just seem a lot more forced, despite the quality of the language and the writing. Okay, I'll stop rambling now :) [/QUOTE]
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