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Community
Playing the Game
Story Hour
The Liberation of Tenh (updated April 24)
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<blockquote data-quote="(contact)" data-source="post: 1120639" data-attributes="member: 41"><p>This is an example of where good at-the-table flavor can actually hurt the telling of a D&D story in this format. I still maintain that part of the appeal of a story hour (as opposed to a novel) is the level of shared understanding and expectation that we all have as D&D players.</p><p></p><p>After all, Jespo might really (according to his own tradition) have summoned the "Arms of Tharizdun's Spawn," but you and I know what an <em>Evard's black tentacles</em> spell does.</p><p></p><p>For an encounter where one or two spells are going off this "describe what it does, and let the reader figure out the spell," might make a lot of sense-- but in a spell-battle like the next update? Whoo, lawd.</p><p></p><p>IME, a big spell-fight is a messy affair to narrate, and having the core-names as a shorthand (for both spells and their affects) is an amazingly useful tool.</p><p></p><p>Using proper D&D spell names in a D&D story essentially frees me of the obligation of explaining what a mass charm is supposed to do-- and why it may not have worked the way Pris meant it to (hilarity ensues).</p><p></p><p>Using the core spell-names and magic system also lets me play with the assumption, and add game-specific flavor to the mechanics (like meeting the celestial who answers your communes by casting a <em>planar ally</em> in your diety's realm) without having to go into further exposition or break out an aside.</p><p></p><p>I have to tell you that writing that kind of exposition might make me want to chew on pencil leads until I went blind.</p><p></p><p></p><p></p><p>That's "Lord," thank you very much!</p></blockquote><p></p>
[QUOTE="(contact), post: 1120639, member: 41"] This is an example of where good at-the-table flavor can actually hurt the telling of a D&D story in this format. I still maintain that part of the appeal of a story hour (as opposed to a novel) is the level of shared understanding and expectation that we all have as D&D players. After all, Jespo might really (according to his own tradition) have summoned the "Arms of Tharizdun's Spawn," but you and I know what an [i]Evard's black tentacles[/i] spell does. For an encounter where one or two spells are going off this "describe what it does, and let the reader figure out the spell," might make a lot of sense-- but in a spell-battle like the next update? Whoo, lawd. IME, a big spell-fight is a messy affair to narrate, and having the core-names as a shorthand (for both spells and their affects) is an amazingly useful tool. Using proper D&D spell names in a D&D story essentially frees me of the obligation of explaining what a mass charm is supposed to do-- and why it may not have worked the way Pris meant it to (hilarity ensues). Using the core spell-names and magic system also lets me play with the assumption, and add game-specific flavor to the mechanics (like meeting the celestial who answers your communes by casting a [i]planar ally[/i] in your diety's realm) without having to go into further exposition or break out an aside. I have to tell you that writing that kind of exposition might make me want to chew on pencil leads until I went blind. That's "Lord," thank you very much! [/QUOTE]
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The Liberation of Tenh (updated April 24)
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