Post by Myzaraphiston Synderfell on Feb 22, 2013 22:53:18 GMT -5
Hey all! Mourge again, with yet another one of those 10-item list things! Now, as most of you probably know by this point, I really enjoy role-playing. It's admittedly a huge obsession of mine, and I've gotten to experience quite a few different rules systems. This particular list is taken from one of these books, specifically the World of Darkness Storytelling System. The Storytelling system is unique in the fact that it's fairly rules light, and focuses almost entirely on telling a story. And I have to say, out of the myriad systems I've tried, it's the best at facilitating a good story.
One of the reasons behind this is the 10 Commandments of Storytelling that they're kind enough to include in the section devoted to being a GM for the system. They're absolutely solid pieces of advice, and I would personally consider them required reading for anybody who is going to attempt to run an adventure or quest thread. So, without further ado, I give you the 10 Commandments of Storytelling!
One of the reasons behind this is the 10 Commandments of Storytelling that they're kind enough to include in the section devoted to being a GM for the system. They're absolutely solid pieces of advice, and I would personally consider them required reading for anybody who is going to attempt to run an adventure or quest thread. So, without further ado, I give you the 10 Commandments of Storytelling!
- A GM should incorporate their ideas and backgrounds into their setting and story. Doing so interests them immediately, gives them a voice in your story, and can go a long way towards forestalling unpleasant surprises. The players' characters should be the most important- though not necessarily the most powerful - ones in your story. It's well worth your time to work with players to develop their characters, even if you're not directly involved with them at the time.
- Giving players the general kind of challenge they want is a good thing. Being predictable is not. To use an example from the World of Darkness system, if the players think that vampires are sleek, powerful predators, you can change it up on them by presenting one of the recently undead who's psychologically co-dependant on his living girlfriend. Or you can introduce a vampire with little brainpower and impulse control, but with lost of wicked powers. Or something that looks like a vampire but that's really a creature of a different kind entirely.
- Every erg of effort you spend preparing saves you 10 ergs of desperation during an actual game. If you know in advance what's in a place, or what motivates an important character, you pay more attention to actually describing what you know instead of making things up on the spot.Rider: While this does not apply quite as much to a PBP forum, it is still worth taking into account. Posting fast is nice at times, but in the end, you really should take all the time you need to plan out what your post is going to be like and making sure you cover every detail. It's the difference between forgetting to address an attack and actually dodging it.
- Rules are tools. Use them, but don't let them trap you. If you make the odd change here or there to encourage the flow of the story, no one will notice (or at least care)Rider: Due to the PVP nature of this site, it's a bit hard to remember something like this at times. Hell, I'm probably one of the guiltiest for nit-picking over details in a PVP thread. However, in things like adventure threads or social events, things should take on a bit more of a relaxed tone. Even in places where there are multiple "irritable" characters in the same area (Los Noches), there is almost certainly going to be something that will force them to not take direct action against each other (Kouhai). Things should certainly be tense, but ideally, things shouldn't break out into combat unless they absolutely have to.
- Intense, well-imagined description creates a sense of immediacy. It makes people pay attention to the story. Interesting, consistent, frequent action keeps them interested. Hook them by making it feel real. Reel them in by making them want to know how things turn out.
- Perfect examples of type are rare. People who try to fit into a stereotype usually do so to cover some secret insecurity, and may not be able to carry it off on close examination. People who naturally tend toward stereotypes often rebel against being just like everyone else, and may go to great lengths to show that they're unique.
- If the players work hard and make smart decisions, their characters' success must be in proportion to the challenges faced or the players will feel cheated. Conversely, do NOT reward characters if they don't earn it or the reward will be Hollow
- Much of the challenge of a game (any game, really) is in the mystery, the parts of the story that you hold back for the players and their characters to discover on their own.
- Remember that you're there to provide entertainment for the players, as well as for yourself. Respect your control over the players. You both initiate and arbitrate events. Use your power to prolong the story, not to force your friends to play out your vision of how their characters should act.
- If the Players pull the rug out from under you, don't be afraid to call a break and take some time to collect your thoughts. It may happen a lot if you're just starting out, but after a while you'll be able to handle anything they throw at you.