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View Full Version : [Actual Play] Do other people find them hard to write up?



Kiero
2009-01-11, 07:05 PM
I'm in the process of transcribing my actual play report (http://forum.rpg.net/showthread.php?t=431358) for a one-shot from a recording of the session. Process because it's been over a week now, and I'm only about 2/3rds of the way through. This a session that was just short of 3 1/2 hours. Some bits of it seem to be easier to write than others, going quite smoothly, but trying to keep a relatively accurate account of what was actually said at the table is slow.

I've written non-transcribed AP reports before, they're much easier since you're just putting as much detail as you like into your recollections and notes. You miss a lot of stuff, necessarily, but it's simpler to do.

I have a newfound respect for my WFRP GM, who does this for our weekly games (http://forum.rpg.net/showthread.php?t=421186), which are longer than my one-shot was and often more complicated in content too. I don't think I have the discipline or mental stamina to do that on a regular basis.

I can also appreciate why our SWSE GM isn't keen to report on any more than one of the games he's running at a time. It's a lot of work.

How do other people manage? Does anyone else transcribe from recordings, rather than just jot vague-ish notes?

Epinephrine
2009-01-11, 07:16 PM
I always post summaries of our role playing sessions. As DM, I don't tend to keep track of exactly what was said, unless it was a particularly good wisecrack, or similarly memorable statement. I jot down who dealt killing blows, with which weapons/spells, etc during each fight, to choreograph them about right.

Example?
The green light flickers from behind the diaphanous webs that dance in the perpetual breeze. As you approach down the corridor the stairs leading up toward the light begins to resolve itself in the darkness, accompanied by a growing growl from ahead and to the east. Kallbrand whispers, "I'll try to stop them," as a trio of wolves round the corner just ahead. A large, grizzled male hulks between two smaller wolves, and growls an unmistakable challenge.

Yipping and barking, the Halfling seems to be trying to call to the wild animals, to calm them - but it is to no avail, and they rush toward the front line, where Draelin and Sandurel wait with weapons readied. A flurry of motion, blades fall, and the wolves have taken the worst of this exchange. One looks bemused, having felt the effects of Lilly's eldritch bolt, while all three bear the mark of blade or fist. Although they converged on the thinner warrior, Sandurel lashed out with a flaming fist, and danced around their bites, and Draelin's axe wounded the lead wolf and the pack mate to his left. The monk is light on his feet, seemingly everywhere at once, and this distraction helps the Dwarf as he lashes out again with his axe. Seconds later the alpha male goes down to the duo's weapons, and the two smaller wolves retreat into their den, a largely collapsed hallway forming an artificial cave.

As calm settles over the group, Lilly quickly moves to stabilise the downed wolf. The group had discussed the fact that they may have to fight the animals, but can hardly fault them for trying to defend their den against intruders. Once the wolf's wounds are treated, Lilly, Draelin and Sandurel examine the fresco opposite the wolf's lair, while Kallbrand tries to calm the wolves within. "We'll need to get in there to search it," mutters the Dwarf, "and it'd be a lot easier to crawl in their without getting bitten.

The fresco depicts a room with seven hallways leading from it, each with a lantern hanging at their far end - the lanterns span the colours of the rainbow, from red through violet. Shortly, Kallbrand has coaxed the two wolves out, speaking to them in growls and yips, and the surly Dwarf produces some dried meat from his pack for them. "It's just to keep them busy. It's practical," he gruffly explains. The others doubt this, but nobody contradicts him. While Kallbrand stays, crooning to the wolves, the others enter the den.

The smell of wet fur and urine is even stronger in the tight space of the den. The passage in is very low, but it's more spacious inside, with the bones of many small animals scattered throughout. Lilly points out a few bones, whispering, "Young female. Human. Poor thing." The human bones lie near a pack, in which the group finds an indigo lantern of a style matching those in the fresco. At the other end of the den is a gold armband of Elven workmanship. With nothing else of interest in the den, the trio returns to where the Halfling and the wolves await, and with the party reunited they head for the stairs. Ever cautious, the Dwarf lights a torch, and begins burning the hanging webs away. The flames eagerly leap up the cobwebs, and dozens of small spiders scurry for safety down the hallway. The stairs lead up to a domed room, in the center of which lies a stone sarcophagus. To the north, directly across from the stairs, a hall leads to a green lantern, the source of the flickering light that Lilly had spotted earlier. Down several other passages are lanterns, unlit, while two of the passages have chains that end only in a hook, their lanterns absent. The indigo lantern clearly belongs down one of the two, while it would seem that the red lantern is missing. Lilly says to no one in particular, "The voices have stopped! No, I can still hear you - the other voices have stopped. The windy ones."

Rather than investigate the sarcophagus, the group investigate the passages, while lighting the lanterns. Most of the passages are unremarkable, but at the end of the hallway with the blue lantern Lilly announces, "Oh! You're right; the poor boy must have fallen." The others look at her, questioningly, and she assumes that they wonder how she knew he had fallen, rather than wondering with whom she was agreeing. "Look at his injuries," she explains patiently," he's broken his legs and clavicle, and the left side of his hip is crushed. He must have fallen a long way. No, I don't know where he fell from. Probably up there," and she glances up the length of the chain leading to the blue lantern. Sure enough, the chain disappears up into near darkness 40 feet above the party's heads, but an oval opening is visible, suggesting that there is a passage up there. Sandurel comments "it's odd that he's collapsed against the wall opposite the opening up above," but the group reason that it's possible that the body rolled there.

Shortly after, Draelin announces that the floor in the end of the violet passage is trapped. "Look at the bones," he explains, "they're all crushed, as if something heavy ground up against them - and the floor here doesn't mesh quite right - I think that this section here rises up." From amidst the bones he collects a small pouch of coin, and cautiously the group lights the lantern and exits that hallway, lest they share the fate of the unfortunate whose bones bear witness to the trap's deadly efficiency.

With the six lanterns lit, the group decides to investigate the passage up above the blue lantern and volunteer the reluctant Halfling for the job. He quickly scampers up the chain, and soon he has a rope fastened, and has dropped it down for the party. "All clear," he yells down, "but it goes farther than I can see." The other three join the Halfling, and Draelin offers to go in front, looking at the floor for anything that might shift, tilt, or otherwise eject them from the passage. The bones were against the far wall, after all. About a hundred step down the passage a face is starting to emerge from the darkness ahead, and suddenly its eyes begin to flicker with a red fire. "Trap! Run!" yells the Dwarf, and the group turn, fleeing the howling face and its dancing eyes. A wind howls from the moth of the carving, not strong enough yet to affect the Dwarf or humans, but tumbling Kallbrand past the others as they run down the hallway. Fortunately he scrambles to his feet before the edge, and grabbing the rope he swings out of the way. Sandurel and Lilly follow quickly behind, getting out of the passage before the wind is strong enough to eject them. Draelin doesn't fare so well - his short legs can't carry him as quickly as the others, and shortly he comes tumbling out of the opening amid a howling gale. His battle hardened reflexes serve him well however, and he grabs the chain, halting himself before plunging 40 feet to the stone floor below. He looks pained, as if the tumble and his abrupt stop have taxed his frame, and announces that, "Perhaps we should try another route. I've no desire to experiment with that face again."

Having descended back to the floor, the party examines the sarcophagus. The sarcophagus looks to be designed to pivot, and the lid may well lift as well - but rather than reveal whatever contents the sarcophagus may hold, Sandurel and Draelin bend their backs to the task of shifting the stone tomb, and manage to pivot it 45 degrees - the head of the sarcophagus now points down the hallway with a yellow lantern at its end, and the floor begins to rumble, accompanied by howls from the wolves in their den. Shortly the floor at the end of the hall rises as a cylinder about 7 feet high, 2-1/2 feet in diameter, and two doors slide aside to reveal a tight space. This new chamber sits, waiting for any there to investigate it. Recalling the trap and the crushed bones down the other hallway, Draelin suggests filling it with rocks, bones, and whatever else they can find, to see whether it triggers a trap. Soon the chamber has a small pile forming in it, and suddenly the doors slid shut, and the contraption sinks rumbling into the floor. The rumbling sound continues, then ceases, then picks up again, and half a minute or so later the cylinder slides out of the floor and the doors open again, revealing the rocks and bones. As the party watches, it sinks again and returns several times, until they begin to unload it when the doors slide open. "It seems to be a transport of some sort," Draelin ventures, "I'll test it, see where it goes." The Dwarf squeezes into the chamber, and soon is swallowed by the stone floor of the tomb. After a seemingly interminable wait, the chamber reappears with Draelin beaming inside. "There's a whole other level down there!" Soon the party is taking turns to descend further into the tomb.



Once all four are safely below, Draelin tests a button on the wall that indeed seems to serve to call the elevator. Satisfied that an escape route is available, the quartet examines their surroundings. The light of the sun rod reveals tall thin figures carved in bas-relief, their faces adoring, their arms outstretched as though to reach toward the person standing in this chamber. They resemble the figure on the sarcophagus above - the same high cheekbones, hairless bodies, and strangely androgynous features. "The Vaati," Lilly announces, apparently having identified these strange beings. The only exit from this chamber seems to be mostly blocked by a large slab of stone, leaving only a two foot gap above it. With a boost, Lilly climbs to the top of the 8 foot tall slab easily enough, and peers into the darkness beyond, while Draelin hurriedly checks the slab for traps, worried that it may rise and crush his companion into the ceiling. Sure enough, he finds it trapped, though in a most unexpected way - attempting to shift the block off a pressure plate underneath it will set off the trap. Lilly's perch is perfectly safe.



"The passage has regular alcoves to either side, but I can't make out what's in them," she announces, and the group decides to investigate. Shortly they find themselves in a tunnel lined with statues of these "Vaati", each cupping hands in front of them, as if to hold something. In some of their hands float replicas of buildings in miniature scale - beautiful structures adorned with towers, minarets and arcing bridges. The others have hands that are empty - but soon they find that any object placed above the hands will hover in a stream of air. Having collected the miniature buildings, the group continues down the hallway until a yelp from the back rank causes them to spin around. Sandurel and Kallbrand seem to be shaking off some sort of effect, while behind them hovers an abomination - two eyeballs floating in the air, joined by a length of muscle and sinew. "A lurking strangler! Try to avoid its gaze," yells Lilly, as she lashes out with a bolt of eldritch energy. The strangler is agile in flight, and twists backward through the air, lashing out with beams from its eyes, while avoiding the attacks directed its way. As its gaze settles on the party they fight off feelings of lethargy or panic, steeling themselves against its arcane powers. The strangler seems to be in retreat heading for the safety of the stone slab and the chamber beyond when Draelin settles the issue with a mighty swing of his war axe. Little remains of the creature except a thrashing eyeball and a short length of knotted flesh, the other eyeball split neatly in two by his keen blade.



With the threat averted, Sandurel and Draelin lead the way toward a large spill of an orange paste, seemingly flowing from a smashed basin into what might be a sculptor's workshop. As the two near the thick sludge they collapse, as if struck by an invisible foe. Their breath clouds the air, and the Dwarf's beard is frosty. Thinking quickly, Kallbrand and Lilly grab the pair and drag them away from the area. While Lilly examines the two downed comrades Kallbrand is alert, scanning for the invisible foe that has so swiftly incapacitated their warriors. Lilly decides that the light frostbite on the two is a sign that the sludge is infested with brown mould, and reaching into the wellspring of her faith draws enough energy to heal the two. Realising that they have no idea how to destroy a foe that is impervious to axe and fist, and against which fire serves to heal rather than destroy, they decide to skirt this area for now. Around the other side of the central pillar in this area the Dwarf identifies a fallen block as a trap, and quickly disarms it and raises the block out of the way. A crushed skeleton in shining chain mail armour lies beneath the weight, along with many smashed tools and the remains of some carved miniature buildings. Searching through this grisly grave, the group finds a pair of wands and a set of goggles that have somehow been spared by the falling block. Draelin opts to swap his armour for that of the crushed tomb raider, and places the goggles on his head as well. With nothing of interest other than a very fancy lavatory in the other wing, the group return to the area near the mould, determined to access the room into which the mould has spread.



Draelin carries a large maul strapped to his pack, and having retrieved it he makes good use of it against the wall of the chamber. The Dwarf's muscles bulge at every swing, and soon he's making headway through the thick stone wall. Puffing with the effort, soon he has made a hole large enough for the group to use, and they enter the chamber without further mishap.



Within this chamber they find a statue armed with a staff, which is held loosely in its hands. Deciding that such things are a potential danger, the Dwarf tips it over, and retrieves the staff. At the other end of the room sits an egg made of some dark material, with a golden glyph inscribed on it. Upon seeing it, Michael's voice gibbers in Lilly's mind, shouting "Destroy it! Vile things, they served Ogrémoch at the battle of Pesh! The Demon Queen herself took the field, and his elemental forces fought by her side. It is evil! Evil! Destroy it!" Lilly passes the message, much diluted, to her comrades, explaining that Ogrémoch was a lord of elemental evil from the elemental plane of earth. He had sided with the forces of Mishka, against the Vaati and other good-aligned beings. Lilly seems to be having a great deal of trouble remaining in the room with the object, and leaves through the smashed wall, bidding those remaining behind to destroy the vile thing. Kallbrand tries to comfort her, leaving Draelin and Sandurel the task of disposing of the ovoid. "Ok, we destroy it," says Sandurel, and goes to swing at it, but the Dwarf interferes, knocking it from its perch. The ovoid swells and grows two legs and arms as soon as it hits the floor, and a sound like grinding rocks and bubbling mud echoes through the chamber as the earth elemental gazes at the two warriors.



Draelin answers in a similar manner. Strangely, the Dwarf seems to have understood the elemental, which continues to converse with him in a language reminiscent of avalanches and earthquakes. The elemental had asked who dares to disturb the workshop of Nadroc, and the Dwarf responded, "we are supplicants, come to honour Nadroc." The elemental seems unfazed by this, asking that they bring forth their offerings, and seeing that a statue has toppled, heads over to right it. While the elemental is occupied in this task, the two warriors attack it from behind, easily vanquishing the unsuspecting foe.



Having exhausted all other avenues, the group returns to the elevator with their prizes, and thence to the chamber in which the sarcophagus rests. With great effort they again manage to swivel the sarcophagus, this time pointing to the north, the passage with the green lantern. A somewhat louder rumbling, accompanied by a more violent shaking of the floor passes, and soon another elevator stands open before them. Testing this one in the same way as the others, they send a load of rocks down, and when it returns relatively undisturbed they quickly empty it, allowing Draelin to ride it to explore below. Soon he rises back to the surface, but as the doors open the elevator seems to suddenly lurch downward with a grinding sound, and crashes through the floor. The Dwarf quickly throws himself through the doorway, narrowly avoiding being carried to his death as the car plunges 60 feet to shatter on the floor below. An angry buzzing and clicking can be heard now, echoing up the shaft, as if a great nest of bees has been awoken. Draelin quickly hands flasks of an oily mixture to Kallbrand and Sandurel, and shouts, "back to the chamber! Use the fire if you have to."



The buzzing grows, and from the shaft at the end of the hallway an iridescent swarm of beetles emerge, in their midst a strange creature composed entirely of slashing limbs and pincers. Kallbrand and Sandurel lob their flasks into the enemy, and the swarm of beetles is soon reduced to piles of charred chitin, feebly twitching in places. The multiply limbed creature in the center is still mobile however, and covers the eighty feet to the party in the blink of an eye, lashing out at Draelin. The Dwarf had anticipated such an attack, and swings his massive war axe at the creature, leaving an oozing gash. The strength of the earth seems to envelop him and he shrugs off most of the slasher's powerful lunge, barely bleeding from a strike that would have felled most warriors. Lilly and Kallbrand fan out to the side, aiming attacks at the mad slasher, but sensing an opportunity, the beast steps closer to the more vulnerable party members and lashes out with three of its limbs simultaneously. Draelin once again takes the brunt of this onslaught, and seconds later the aberration falls to an overhand blow of his axe.



Descending the ruined elevator shaft, the group find themselves in another set of passages, this one less pleasant than the first. The bas-relief is marred, seeming melted in places as if attacked by a powerful acid or by terrible heat, and a buzzing still fills the air. At the first intersection the party can see a room filled with mounds of beetles, gorging themselves on more of the orange paste. A single beetle the size of a large dog shuffles about the smaller beetles, and a nest stands in the corner of the room. Near the nest lie three oblong mounds, caked in the nutritive goo. Draelin passes oil around the party, and directs them to splash it about, between the beetles and their present location. With several pints of oil poured out on the floor, the Dwarf bellows at the beetles, and the answer in a groaning, swirling mass. The swarm flies down the hallway, only to be defeated by the flames that leap from the floor as Draelin tosses a burning rag into the oil. The large beetle doesn't charge to its death; instead, after the flames have died down, it runs toward the intruders and pivots, sending a cone of bubbling acid spray down the hallway. Sandurel and Draelin are both in the path of this spray, but the monk swiftly rolls under it, escaping unharmed. Again the Dwarf is unlucky, and his skin is peeling where the liquid has touched him, while his armour and beard bear little smoking holes. The huge beetle is no match for the fury of the angered monk, who launches a devastating attack with flaming fists, while his shadow seems to plunge a freezing hand into the beetle's thorax.



Having eliminated the threats in this room, the group begin searching, only to discover that the mounds are in fact bodies, and that they bear an eight pointed symbol on their armour. "Yes, I can see it," Lilly answers some unseen query, "clearly the society of grave robbers known as the Seekers attempted to explore this cairn, and failed. 'Archaeologists' indeed!"



The armour and weapons that the trio of grave robbers wore is too badly damaged to be of any value, though a few flasks have survived, as has a ring, and a small pearl in a rotting pouch.



Some sounds come from the room to the other side of the intersections; this area seems to be a dormitory with stone bunks, one of the bunks occupied by a skeleton in leather armour, emblazoned with the same eight-pointed symbol seen on the rotted armour from the beetle room. Another large beetle is staggering about in a stupor among the bunks, while a statue seems to stand guard over the area. Sandurel and Draelin spring to action, rushing in to attack the beetle before it can spray them with acid, while Kallbrand darts into the room on an angle, tossing a dagger at the verminous foe. As soon as they enter the room, however, waves of fatigue roll over them, and while Draelin and the Halfling remain on their feet, Sandurel slumps forward, leaning against a bunk, and settles himself to sleep. The statue's head swivels to where Sandurel is settling himself, and it begins striding deliberately toward the sleeping monk. Draelin launches himself at the bunk, knocking Sandurel out of the way, and the statue lowers its great club, returning to its place at the front of the room and its unending vigil. Sandurel has awoken from the jarring fall, and the three quickly exit the room before becoming ensnared by its enchantments. The skeleton on the bunk proves too tempting a prize however, so Draelin ties a rope about his middle, and asks, "If I fall asleep, haul me out of there, ok?" Barely waiting for a nod, the Dwarf strides over to the corpse and quickly returns with it over his shoulder.



The skeleton's head is badly fractured, and Lilly judges that the great club in the statue's hands is the likely cause of the mortal injury. The armour is still in fine shape, and is incredibly good workmanship, and a silver ring with the eight-pointed symbol gleams on the skeletal hand. A few minutes later, both items are safely stashed in the Dwarf's capacious pack, and the group turn back to explore to the north of the intersection.



Here the passage ends at a set of stairs, descending into dark water. A flood must have filled the area below this level. Draelin cautiously pokes at the water, causing a current to begin, and Sandurel and the Dwarf ready themselves to attack should anything emerge from the water. Seconds later a watery shape lunges at the pair, but their quick thinking ends the threat before either of them are imperilled. Draelin pokes at the water again, but this time there is no response. As the echoes of the splashing fade away, silence reins in the tomb. Nervously, the party look at one another.



The dark, still water awaits, silently guarding its mysteries.

Grail
2009-01-11, 07:22 PM
It depends on the verbosity of the writeup. I've in the past written up every session of a game and used it as the recap at the beginning of each new session. At the end of the game, I printed it up, bound it and gave it to each player as a sort of pseudo-novel.

As to how I manage, I just use my memory. And the quicker I do it, the better the accuracy will be.

Having 100% accuracy is, IMO, not 100% required. Just as long as you get around 80-90% you're fine.

Kiero
2009-01-11, 07:23 PM
Thing I like about recording the sessions is that I don't have to take notes during the game. Instead of potentially missing something good because I'm writing or not concentrating, I can focus on being involved. It's much easier to be a participant alone, than participant and note-taker.

valadil
2009-01-11, 08:44 PM
Oh god yes, writing up game play is terrible. For me, the quality of my GMing is all about energy and enthusiasm. If I have none, the session sucks. If I have plenty the session goes great. Doesn't matter what was planned, it's really about how energetic I am.

The most boring thing I could do with my game is replay it. That kind of writeup would be homework. If I took the several hours it would take to write up a game session, I'd be dreading the next week's game and have no energy for it. I do keep some extremely brief notes though.

What I usually do for notes is keep a page for each plot that will happen. After each game session, if that plot advanced (and they can be advanced by NPCs alone) I write the session number followed by a sentence updating the plot. Usually I'll do that for 3 or 4 plots per session.

I also keep a log in the front of my book with even briefer explanations of what happened. It'll be like "Day 10, found Whitley's body, fought Greyjoys. Day 11, fire in stables, book stolen" Etc.

Finally, because my current game is more complicated than my others and because we've had several breaks due to holidays I've been keeping a paragraph for each session. Here they are. As you can see, 4 sessions of my notes barely compares to 1 session of other peoples notes.


Session Four
Thes has gone missing. Nemitt and Temrus show up. Ask about escaped prisoners and security of Pylos. Ask for help figuring out where Whitley went. Group finds Whitley's body buried in a compost heap. Group narrowly survives encounter with Greyjoy reavers. Fire breaks out that night and Maester Cole panics, realizing that the fire was a distraction while some precious book was stolen. Rumblepeach the poet (who ditched Redwyns to stay here) is suspected and bounced out of the castle.

Session Three
Darly holds his first council meeting. Cole and Thes sit in on meeting, G'yem goes out hunting and finds a raven with a cryptic message offering someone's death. Group determines raven came from Florent rookery and was headed to Highgarden.

Group offers combat training for farmers, possibly for women too. Requests Tyrell help in dealing with possible Greyjoy reavers.

Session Two
Group recovers Arlos from Hillpeople. Arlos has message that Renly lies dead and King Stannis is moving on to Storm's End, then to King's Landing. Wants Alekyne to join him at KL, leaving Darly in charge. Hearing of Renly's death, Redwynes depart.

A false Ranger of The Watch tricks the PCs into releasing two criminals from the cells.

Session One
Redwynes present Thesalus as a gift to House Florent. Riderless horse shows up, PCs investigate and determine that Hillpeople kidnapped a rider from Bitterbridge and hold him hostage. Fight Hillpeople, leave one alive to deliver message that they'll trade for hostage tomorrow at noon.


-addendum-

While running the game I check off or ex out what did and did not take place. This definitely helps me not need to take other notes later.

Venerable
2009-01-11, 10:36 PM
Hi, my name is Venerable, and I'm a... diarist.

Like Kiero, I've taken to recording play sessions. I also take notes in a private wiki during play, then later flesh out the transcript from the recording. I started doing this for a D&D campaign two years ago, and also for a Call of Cthulhu campaign that began last year. (I'm not completely crazy: when a Traveller campaign began recently, I put my foot down and refused to transcribe it.)

Transcribing sessions has its advantages. You can nail details. It's easy to go back and look things up. It also comes in very handy when we're playtesting modules; the GM can give a full transcript to the module's creator, which is great for seeing how a group actually plays through your adventure. And it's great to be able to hand a player who missed a session a CD and say "Here you go. This will catch you up."

On the other hand, taking notes in-game steals half my attention from play. A laptop takes up valuable table space. And listening to a four hour session all over again—some parts of it several times, to get the wording right—can be rather tiresome.

It also depends on what kind of game you play. Recording been much more useful in one campaign which has lots of exposition, dialogue, and RP. Another, which is more hack'n'slash at the moment, can easily settle for being written from memory.

All in all, transcribing is a mixed bag. If you're a writer it can be fun, particularly if you have a fun group with lots of RP. Find a happy medium: enough detail to be useful, but not so much that writing sessions up isn't fun.

Remember: admitting you have a problem is the first step. :smallwink:

Saph
2009-01-12, 06:46 AM
Speaking as a writer, the first question you need to ask yourself when going into detail is "Does anybody care?"

Most readers are not interested in page after page of exact detailed description. They just want the highlights and a good story. Sure, there's the occasional geek who'll read EVERYTHING, but most people when confronted with a session report the size of the Encyclopaedia Britannica will just skim it.

I used to write a campaign diary for our old 3.5 Legacies campaign, and even with cutting out all the irrelevant stuff, it ended up running to quite a length. I found that keeping it in-character, and reporting everything from the character's point of view, helped a lot. It's more personal and less dry that way. If you're interested, you can read the campaign diary here (http://www.meetup.com/London-DnD/messages/boards/thread/2626275/0/?pager.offset=0&thread=2626275).

- Saph