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Playing the Game
Story Hour
Would anyone like to give criticism as to why this Story Hour died?
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<blockquote data-quote="Piratecat" data-source="post: 722642" data-attributes="member: 2"><p>I know that when I first started mine, I posted dozens of entries before I knew more than a couple of folks were interested in it. We didn't have any views indicators back then, so other than replies it was hard to tell if anyone was reading the dang thing.*</p><p></p><p>The truth is, you probably shouldn't start a story hour if you're looking for fame and accolades. Campaign logs are ultimately something you write for yourself, that you then decide to share with others. If they like it, great - but you need to give it enough time to catch on. Just a few entries isn't enough, especially with so many story hours on the boards. Look at Silvermoon (formerly Isaiah); he has a couple of really cool story hours here that are summaries of old campaigns. Less people have read it than probably should have. But when you are consistent and update regularly, you gain an audience and slowly grow it.</p><p></p><p>Personally, I find that writing game summaries has helped my DMing and game in a lot of ways - I'm more rigorous about encounter design, I now have a history to review, it helps remind players what happened, it's made me a better judge of what's an exciting encounter, that sort of thing. These are all decent reasons to write a story hour. Let's face it, writing is tough work; if it doesn't pay off in the game, I'm not sure if I'd do it.</p><p></p><p>Kai Lord, you've also got to remember that (for instance) when I read a book I don't necessarily judge how good the book is until I'm at page 50 or so. Trying to make a judgment after the first page and a half isn't possible for me. I think that readers are a lot more interested in the characters (and then maybe the story's plotting, and the author's enthusiasm) than anything else. They don't usually care as much about the author's feelings. I'd say that if folks don't have an emotional connection with the characters then there's no real reason to read, even if the plot is brilliant and the DM is pleading. No matter what you do, some people will like it while others just don't care for it.** Such is life. So write it for an audience of You, and hopefully you'll find people who like the same sort of thing you like.</p><p></p><p>* <span style="font-size: 9px"> Besides, I had to write it on a typewriter, while walking to school in six feet of snow all year round, uphill - both ways.</span></p><p></p><p>** <span style="font-size: 9px"> Except for Sepulchrave and a handful of other folks, I think. He's <em>dreamy</em> - and a darn good writer.</span> <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="Piratecat, post: 722642, member: 2"] I know that when I first started mine, I posted dozens of entries before I knew more than a couple of folks were interested in it. We didn't have any views indicators back then, so other than replies it was hard to tell if anyone was reading the dang thing.* The truth is, you probably shouldn't start a story hour if you're looking for fame and accolades. Campaign logs are ultimately something you write for yourself, that you then decide to share with others. If they like it, great - but you need to give it enough time to catch on. Just a few entries isn't enough, especially with so many story hours on the boards. Look at Silvermoon (formerly Isaiah); he has a couple of really cool story hours here that are summaries of old campaigns. Less people have read it than probably should have. But when you are consistent and update regularly, you gain an audience and slowly grow it. Personally, I find that writing game summaries has helped my DMing and game in a lot of ways - I'm more rigorous about encounter design, I now have a history to review, it helps remind players what happened, it's made me a better judge of what's an exciting encounter, that sort of thing. These are all decent reasons to write a story hour. Let's face it, writing is tough work; if it doesn't pay off in the game, I'm not sure if I'd do it. Kai Lord, you've also got to remember that (for instance) when I read a book I don't necessarily judge how good the book is until I'm at page 50 or so. Trying to make a judgment after the first page and a half isn't possible for me. I think that readers are a lot more interested in the characters (and then maybe the story's plotting, and the author's enthusiasm) than anything else. They don't usually care as much about the author's feelings. I'd say that if folks don't have an emotional connection with the characters then there's no real reason to read, even if the plot is brilliant and the DM is pleading. No matter what you do, some people will like it while others just don't care for it.** Such is life. So write it for an audience of You, and hopefully you'll find people who like the same sort of thing you like. * [size=1] Besides, I had to write it on a typewriter, while walking to school in six feet of snow all year round, uphill - both ways.[/size] ** [size=1] Except for Sepulchrave and a handful of other folks, I think. He's [i]dreamy[/i] - and a darn good writer.[/size] :) [/QUOTE]
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Would anyone like to give criticism as to why this Story Hour died?
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