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Switch to Forum Live View Do you want more storytelling techniques?
1 year ago  ::  May 14, 2012 - 10:40PM #11
Kaldric
Date Joined: Oct 5, 2002
Posts: 2,618
D&D is as much a storytelling game as football is. In both cases, players play a game, and people can then tell stories about the game. I find storytelling techniques about as useful in both.

edit: Actually... to the extent that I describe a scene the players view, or an event they participate in, I use vivid descriptive language. I suppose that's a storytelling technique. Much as an announcer uses vivid language to describe a football game in progress.
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1 year ago  ::  May 15, 2012 - 8:34AM #12
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

May 14, 2012 -- 10:40PM, Kaldric wrote:

D&D is as much a storytelling game as football is. In both cases, players play a game, and people can then tell stories about the game. I find storytelling techniques about as useful in both.

edit: Actually... to the extent that I describe a scene the players view, or an event they participate in, I use vivid descriptive language. I suppose that's a storytelling technique. Much as an announcer uses vivid language to describe a football game in progress.




Strange. I always thought that:

  • Football was competitive, whereas in D&D you are cooperating with your fellow players and DM to create a story about your characters.
  • Football is based on your physical (and to a lesser extent intellectual) abilities, while in D&D you are deciding what kinds of assets your character has, and use those to tell a story about that character.
  • Football's story is what you live through, while D&D's story is what you cooperatively build with your friends.
  • Football is generally played and loved for the game itself, whereas D&D is played and loved for the stories the game can help you build.
  • Football stories are about reality, D&D's story are about a shared fantastic world under the control of your collective minds.
  • Football involves a lot of sweating and cursing, D&D involves fireballs.

I kind of think the relation of football to stories is a good deal weaker than the relation of D&D with stories. That said, I don't think storytelling techniques are what D&D manuals should be about, I can read better manuals than those for the construction of stories...
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1 year ago  ::  May 15, 2012 - 8:38AM #13
thorbardin
Date Joined: Aug 19, 2007
Posts: 111
The skill to tell a good story (not the specifics of a story) but rather in the HOW you tell a story I believe can be codified enough to provided helpful suggestions to new and old GMs alike. And all within the mechanical structure of a game. The story serves a game (at the very least  it provides context to make your dice rolls matter) and the game serves the story (providing the element of failure and risk).... but its in how this is delivered that marks a good GM.
 
The secret we should never let the gamemasters know is that they don't need any rules.
-Gary Gygax
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1 year ago  ::  May 15, 2012 - 8:41AM #14
thorbardin
Date Joined: Aug 19, 2007
Posts: 111

May 14, 2012 -- 10:40PM, Kaldric wrote:

... That said, I don't think storytelling techniques are what D&D manuals should be about, I can read better manuals than those for the construction of stories...





Thanks, I respect your opinion.

The secret we should never let the gamemasters know is that they don't need any rules.
-Gary Gygax
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1 year ago  ::  May 15, 2012 - 9:23AM #15
Frostball
Date Joined: Feb 25, 2012
Posts: 251

May 14, 2012 -- 10:40PM, Kaldric wrote:

D&D is as much a storytelling game as football is. In both cases, players play a game, and people can then tell stories about the game. I find storytelling techniques about as useful in both.



Whaaaat?  Are you kidding? 

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1 year ago  ::  May 15, 2012 - 1:59PM #16
nerraDetroK
Date Joined: Jul 17, 2010
Posts: 237

May 14, 2012 -- 7:24PM, thorbardin wrote:


I see. What I propose can still benefit a sandbox game because I'm not only talking about creating a 3 act story arc that takes characters from level 1 to 20. I'm talking about techniques to grab thea players attentions in the first 5 minutest f the session and then hold it for the next 3 hoursbecause of technique. Because of what you did structure wise in that session. am I making sense?

Example: you players decide to head for the oasis. 

To add mystery and interest you cut ahead 4 days in time, with some of PCs limping into the oasis at dawn (you don't say who didn't make it). You mention that they are all cut up pretty bad, burnt from the sun, very little equipment, but that one has a green jewel the size of a mans head and that all that gaze at it, fall in rapturous silence. There is a man waiting, he isn't alone and is bettered armed and in better health than all of you combined. One osnarls croaks his name through blistered lips, "Balkar?! But it isn't possible we saw you die." "hand over the egg" is all he says.

Then cut to Day 1 in the desert, healthy, happy, on camels heading othe into the desert.

By this little narrative technique that I call Flash Forward, you have done the following:

1. That something really bad is going to happen to them on the way there. (duh, it's d&d... But really bad, like maybe one of them didn't make it. You coveryourself in this by introducing an NPC somewhere along the journey. The NPC is sacrificed if all the players do make it. You cannot be found to be lying about the future, )

2. That a strange magical jewel is in their future. 

3. You've introduced a man they don't yet know, but will meet - think has died - and then meet again. 

This isn't about whether there are gems, Balkars, deserts or oasisEs. It's about having ideas, suggestions, rules, guide lines, techniques that help to tell your story in a more interesting... Engaging...way. Much in the same way as movies, tv shows and books grip the reader.... It's their techniques sometimes morethan their subject matter. That's what I'm advocating more of.

 
 




I like the idea of starting in media res, or by using a Flash Forward.  However, that doesn't work in a Sandbox style game that OleOneEye likes to run/play in.  Because the moment you said that someone doesn't make it, or the characters are injured, etc, you've put them on the path that REQUIRES those actions to take place in the near future.    
What if your players said "no, we don't want to go that direction into the desert."  Or if they tried to keep your Balkar alive if they met him during the journey.  
The storytelling method you describe places strong rails on the players- You are saying "This is how the journey ends, so how did you get there?"

For what it's worth, I don't mind some wide rails and branching paths in a game I play in or run.  I don't want a true sandbox, where there's no ultimate goal.  I'd like some guidance, for players and as a player.  Thankfully, most of that kind of stuff should be handled in Session Zero. 

The DMG2 for 4e had some good examples of how to weave stories and make a better DM, but it wasn't enough information.  I'm not sure if there ever is.

I thin kwhat it comes down to is how much of the narrative a DM is willing to hand over to the players and how comfortable the players are in creating their own paths of narrative.  Gaming on rails where the DM sets out a path for the players is fine, as long as everyone agrees to it and as long as there is still room to manuever.   I don't know of any players that want to play through someone's novel, where X player has to die at Y moment in order to fit the DM's story.  Thankfully, I don't believe that you're advocating anything of that sort Thorbardin.

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1 year ago  ::  May 15, 2012 - 4:43PM #17
Uchawi
Date Joined: Jun 22, 2010
Posts: 1,753
I wouldn't mind additional rules to influence roleplaying by adding some type of mechanical bonus. So if your character has a flaw defined, and the DM plays against it in a story, you may gain a benefit by going along with it. Something like this would benefit the number crunchers and the story tellers. Beyond that, story telling advice has been reserved for players or DM guides.

A section on plot development akin to writing a move script would be great in relation to character flaws and some type of resolution system. However, you will want to avoid the pitfall of the skill challenge system in 4E with there are few methods to recover from bad rolls.
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1 year ago  ::  May 15, 2012 - 5:27PM #18
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874
I would honestly find little use for this, both because of my backround education and because of the type of game I usually run.
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1 year ago  ::  May 16, 2012 - 2:22AM #19
thorbardin
Date Joined: Aug 19, 2007
Posts: 111
@nerraDetroK

Yep, you assume correctly. My intention is to not create onrails story-telling. 

I suppose in a sandbox game players can bail out and change their minds whenever they like, but it would become very old if they changed their mind's continually. DM: "You arrive at Dragon's Keep, the guard sneers at you." PCs: "Right, about turn - back to town to our beerwenches!"....later...  DM: "Before you lays the remains of the 103rd cavalry of the Cormyrean Guard. The battlefield is a bloody..." PCs: "Umm, yeah...We really should see that guy about that thing... let's go back to town."....DM: "The wizards tower stands like a lone crooked finger in the night, lightning arcs..." PCs: "Pubcrawl! I'll race you Lleffaa'nnyayall!"  

Point is, even in sandbox games players usually commit to their actions. I wouldn't use a flash forward that would take 3 or more sessions to get to the end. It'd be perfect if it could be all done in one session on the night. 

@kalnaur

what is your backgroun education? what type of game do you run?

- -

Interestingly this discussion keeps reverting back to story. Novels. Narrative. Give a character a flaw to make them interesting. It's all important, I like story in my games - it's what gets spoken about between the sessions by my players at length. But it isn't technique.

I'd like to keep this thread about the HOW, not the WHAT.

 
The secret we should never let the gamemasters know is that they don't need any rules.
-Gary Gygax
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1 year ago  ::  May 16, 2012 - 1:45PM #20
bantaman64
Date Joined: Nov 13, 2005
Posts: 16
I think that refocusing character creation to start with a character concept will do great things to help with the telling of a story. When you start making characters with your race, class or (the worst) abilities, you often end up with numbers on a sheet and a tenuous "character" holding it all together. When I've seen people start with a concept, it leads to characters making a lot more sense, and leads to an easier experience for the player, GM and party as a whole.
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