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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="seasong" data-source="post: 723121" data-attributes="member: 5137"><p>Now that I've gotten the greed out of my system, some of the non-fame benefits I have personally derived from having a story hour.</p><p></p><p>1. I put up a website detailing my setting. My players read the front page, maybe follow one link on a deeper topic that they're interested in, and then never ever ever visit the website again. I write a story hour, occasionally posting detailed aspects of the setting. My players not only read it voraciously, but comment, ask questions, and <em>remember</em> it.</p><p></p><p>2. I occasionally read through my story hour. It reminds me of things going on in the background. It reminds me of NPCs I haven't touched on or thought about in a while, and what they're doing right now. It keeps track of more details than I thought possible for a campaign.</p><p></p><p>3. Practicing the craft. I'm not a great writer, but I'm working on that. Writing some 500-1,500 words every day in a narrative format helps that. And this is the first story I've ever stuck to writing.</p><p></p><p>4. Campaign excitement litmus test. If it reads like it was exciting, that's a good sign. If it reads boring, I start thinking about what I'm doing, and ask myself if there's something I can do to make it more interesting.</p></blockquote><p></p>
[QUOTE="seasong, post: 723121, member: 5137"] Now that I've gotten the greed out of my system, some of the non-fame benefits I have personally derived from having a story hour. 1. I put up a website detailing my setting. My players read the front page, maybe follow one link on a deeper topic that they're interested in, and then never ever ever visit the website again. I write a story hour, occasionally posting detailed aspects of the setting. My players not only read it voraciously, but comment, ask questions, and [i]remember[/i] it. 2. I occasionally read through my story hour. It reminds me of things going on in the background. It reminds me of NPCs I haven't touched on or thought about in a while, and what they're doing right now. It keeps track of more details than I thought possible for a campaign. 3. Practicing the craft. I'm not a great writer, but I'm working on that. Writing some 500-1,500 words every day in a narrative format helps that. And this is the first story I've ever stuck to writing. 4. Campaign excitement litmus test. If it reads like it was exciting, that's a good sign. If it reads boring, I start thinking about what I'm doing, and ask myself if there's something I can do to make it more interesting. [/QUOTE]
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Story Hour
Would anyone like to give criticism as to why this Story Hour died?
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