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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="WizarDru" data-source="post: 1435283" data-attributes="member: 151"><p>So you're using the Story Hours to defend the idea of D&D needing to emulate myth? Reading things like Wulf's, Destan's, Piratecat's or my story hour should make it abundantly clear that those story hours DO NOT make good stories in the traditional sense, per se. Note how Destan's and Wulf's story hour ends, or the sometimes extremely transparent outside metagame elements in my or Piratecat's story hour. In a traditional story or myth, such elements as "character X got lost in a time flux accident and no one bats an eye about their friend of the last decade disappearing" or "character Y drops out and we get no closure about their personal story arc" just wouldn't fly, whereas they are accepted within the Story Hour format. The same way that an unchronicled character, such as Stone Bear, Agar, Shorty or Bolo can show up and become an instant main character with little or no introduction in the greater story, and becomes virtually instantly accepted in the fold with no real character development.</p><p> </p><p>Further, based on what I've seen PC, Destan and Sepulchrave comment on in their respective threads and from personal experience with my own hour, I know that what you're reading is the EDITED version of events. You get the S. Morgenstern "Good Parts" version, ala the Princess Bride. That isn't to say that the story hours aren't based on excellent games...just that the excellent writers involved in some of these story hours are as much a part of their success as the actual game they chronicle. </p><p> </p><p>Now, as to your feelings about the differences in high and low magic, I'll just agree to disagree. I find my players tire of repetition, and that your experiences and theirs differs, sometimes a little, sometimes a great deal.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1435283, member: 151"] So you're using the Story Hours to defend the idea of D&D needing to emulate myth? Reading things like Wulf's, Destan's, Piratecat's or my story hour should make it abundantly clear that those story hours DO NOT make good stories in the traditional sense, per se. Note how Destan's and Wulf's story hour ends, or the sometimes extremely transparent outside metagame elements in my or Piratecat's story hour. In a traditional story or myth, such elements as "character X got lost in a time flux accident and no one bats an eye about their friend of the last decade disappearing" or "character Y drops out and we get no closure about their personal story arc" just wouldn't fly, whereas they are accepted within the Story Hour format. The same way that an unchronicled character, such as Stone Bear, Agar, Shorty or Bolo can show up and become an instant main character with little or no introduction in the greater story, and becomes virtually instantly accepted in the fold with no real character development. Further, based on what I've seen PC, Destan and Sepulchrave comment on in their respective threads and from personal experience with my own hour, I know that what you're reading is the EDITED version of events. You get the S. Morgenstern "Good Parts" version, ala the Princess Bride. That isn't to say that the story hours aren't based on excellent games...just that the excellent writers involved in some of these story hours are as much a part of their success as the actual game they chronicle. Now, as to your feelings about the differences in high and low magic, I'll just agree to disagree. I find my players tire of repetition, and that your experiences and theirs differs, sometimes a little, sometimes a great deal. [/QUOTE]
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