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    Strange Stories: Adventures Reimagined Volume 1

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    Strange Stories: Adventures Reimagined Volume 1
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    Strange Stories: Adventures Reimagined Volume 1
    Publisher: Dancing Lights Press
    by Jim B. [Verified Purchaser]
    Date Added: 08/27/2019 02:26:02

    This volume notes that the wording in the stories has been modernized or Americanized and that "the most jarring and offensive terms have been walked back to be less intrusive." I'm okay with that. This isn't a literary study edition, after all. If you want to see the unexpurgated original short stories, you can find them online or in various collections. The point here is to extract RPG material from the stories. The stories can satisfy that purpose without offensive language.

    The stories themselves offer some good situations to consider for RPG purposes. Even better, the process of mining the stories for RPG material can be applied to other short stories.

    Each story treatment includes a one-line summary (a logline, essentially), an overview of the story, and brief discussions of plot hooks, story goals, beginnings, middles, and ends. Each treatment also includes discussions of important characters, locations, obstacles, and objects.

    At first glance, those might seem like something you could get from CliffsNotes or a book club. However, a strength here is that they look at these elements from an RPG perspective. For example, one story begins with a character pondering the joys of collecting orchids. The beginning from an RPG perspective is different; it's when the characters embark on their journey to go find a special orchid. For each element, the treatment looks at how you might adopt or adapt the story's version of events for an adventure you create.

    I imagine some will call "railroading" at the prospect of having story goals and endings. To me, these treatments avoid railroading. I prefer having a concrete goal for the session, such that you can tell when you've got concrete success or concrete failure. The goals and endings don't have to be set in stone, either. The players might come up with their own solutions that deviate from the story, and that's okay. You or the players might adopt new goals during play. The goals and endings described here can easily be handled as initial defaults, to be adapted in play. Besides, if you don't like the story goal or the ending, don't use it.

    This is all system-neutral. The stories themselves aren't genre-neutral, but you could apply the breakdowns of these stories to other settings.



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