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 Post subject: Successful Storytelling 101
PostPosted: Mon Feb 15, 2010 12:19 pm 
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I've posted a few roleplaying advice columns on my personal blog lately, and since they seem to be well-received, I think I'll post them here too. The most recent was this one. Some bits are more applicable to tabletop, but I think everything is good advice even for an Internet-based Storyteller.

GM, DM, ST, whatever you call the person running the game, they are the ones that set the mood, lay out the plot, and in general keep the game running. We've all experienced good game masters and bad game masters. I’ve been trying to think of some traits that separate the good from the bad.

There’s no formula to being a good storyteller. But in my experience, good storytellers have some things in common. A lot of these things have synergy, and sometimes they’re hard to nail down exactly, but I’ll give it a go, based on my personal experience (both as a game master and as a player).

  1. Make sure both you and the players are having fun.
    That’s what this is all about, right? It’s your duty to make sure that the players are having fun, but be sure that you’re having fun running the game, too. It shouldn’t be a chore! On that note, know what type of game your players like, and try to give all your players what they’re looking for. Does Al really love combat and number-crunching, but Bill loves plot and intrigue? Find a way to mix things up so that everyone gets to do what they enjoy.
  2. Make sure the player characters are the stars.
    Pretty much all players have the most fun when their characters are doing cool things. So let the player characters have the spotlight, and do cool things. One of the mortal sins of game mastering (which I’ve committed myself, sadly) is tossing in powerful NPCs on the players’ side, and making the players themselves into side-characters.
  3. Give everyone their time in the spotlight.
    Related to the item above, make sure each player has their time to shine. Some players like to hog the spotlight, so you do have to be careful of that. On a related note, if the group splits up (as player parties have a tendency to do), make sure that you’re giving each sub-group an appropriate amount of time and attention. This also means that you should switch your attention between the groups on a regular basis; no one should sit around and twiddle their thumbs for an hour.
  4. Be flexible.
    The players will absolutely fuck up your plot and take it in directions that you didn’t necessarily want it to go, or didn’t foresee. When given clues that seem as obvious as a sledgehammer to the face, they will overlook them. When given ultra-subtle clues, they will connect the dots way earlier than you expected them to. If you just want to tell a linear story, then write a book. Roleplaying is an interactive experience of telling a story, and though you as the game master might have more sway over things than players,avoid railroading your players at all costs. I personally find that it’s better to give players challenges without having set solutions in mind, to promote this sort of flexibility and to allow the players to really flex their creativity. More often than not, you’ll be pleasantly surprised by what they come up with, and players’ creativity should be rewarded.
  5. Be creative.
    No one’s saying you have to be the Picasso of the game mastering world. But do try to explore some different themes in your games. Mix up your NPCs — maybe the antagonist one storyline is an evil plotter, and in another it’s a relentless thug, and in another it’s someone with good intentions but an “ends justifies the means” mentality. Use different voices and mannerisms when speaking as different NPCs. Tricks like including physical handouts or representations of in-game artifacts (an old photograph, half-burned note, etc.) and using some non-invasive background music are good ways to help immerse the players and set the mood.
  6. Control the game session.
    Don’t bring a whip to crack at anyone who ventures off-topic or out of character (unless that’s your bag), but do remember that you’re there to play a game. Don’t let a rules discussion go on for 20 minutes — just say, “This is what I’m ruling, we can talk about it after the game.” If you’re running a one-shot at a convention, feel free to say, “Okay, I’m making it a rule that the party has to stay together. We don’t have enough time to deal with splitting up.” This is also related to #3, above.

What do you think? Are there any important traits that I left out?


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