Alright, this is it for awhile. I promise.
But... I think this one is important, or at the very least, important to me. #ttrpg #rpg
Alright, this is it for awhile. I promise.
But... I think this one is important, or at the very least, important to me. #ttrpg #rpg
I wonder if folks are voting for "game" because often the "story" in most #ttrpgs is conducted by one individual?
Story is less inclusive in most role-playing games, than game is.
Socialism for the GMs, Capitalism for the players.
@herrold Game is something you play.
Story is something you receive. Unless it's produced by playing a game.
@Yora @herrold The problem is this is a false dichotomy. They are orthogonal axes and it is disingenuous to conflate them.
Story is a pattern of narrative. It may be externally imposed, as in a lot of traditional tabletop RPG architectures with strong centralized narrative power in the GM. It may be procedurally emergent with no central GM and mechanics which allow for all the players at the table to introduce new elements of setting and events so that the story per se is in the retelling of what happened, in the very process of being manufactured by play. "Play to find out entirely about story.
Game is about mechanics which isn't necessarily about narrative fiction first and foremost but about providing the buttons and levers and switches for players to manipulate to engage with the process of play.
I won't recapitulate the entire GNS Theory debate here (because I was there for the first time and still have nightmares), but there are elements of deconstructive truth in the idea.
You can have a very game-driven story. You can have storytelling without very much game. You can have a lot of game that generates the story. And you can have not very much of either by mostly having an excuse to hang out together with your friends.
> You can have a very game-driven story.
That screams Burning Wheel to me. Read it and thought "yup that is what BW does". It takes game incitaments (Artha) to push the players to drive the story and while driving the story they spend Artha making them want more.
@tissek @lextenebris @Yora it just doesn't feel that way in play... for me. And I believe Luke would say that rpgs don't create stories in the present tense, but only when described later(past tense).
I've never played in a role-playing game session that created a story as competent as the worst episode of The Love Boat.
I think I remember reading or hearing something similar and I tend to agree. That "the story" is often something we tell after the events that created it. There are also two stories created. One of the fictional events that happens in game and the other of the game at the table. These often bleed into eachother, gets intertwined. And I find from that is where the "best" stories come.
@tissek @herrold @lextenebris Plenty of GMs and adventure writers try to write a story in advance that the players will then get to experience.
Which will be amazing because everything will be set up to be dramatic and properly described.
But I am convinced that this always leads to an inferior experience that has everyone missing out on why we want to play RPGs in the first place, and what makes them unique among all narrative media.
@muzzle @Yora @herrold @lextenebris
You know the powers in the setting, what they want to do and how they do it.
Clear obstacles that are in the PCs way. If something that ties into the above allowing you to build on unfolding events while keeping it coherent.
Obstacles and problems that have solutions but none prescribed. Since you know they have solutions you can dole out the keys to them.
Powers thwarted so they make new plans.
Lots of random tables. I use from #IronswornStarforged
@muzzle play a game that already does this.
Listen. Ask questions. Answer those question or maybe just a question, in play. Don't be too judgemental when play is happening. You can judge and self-doubt all you want, but do it afterwards. Pretend you're 12. Say yes quite often.
Check out the book "Impro" by Keith Johnstone
@muzzle and to, i guess answer your question, the right amount is whatever you and your friends view as the right amount, not what some strangers ideas are. My experience is likely different than yours and thats okay.
But, i do have opinions.
Find the time and interest to answer your own questions.
But, if you are interested in rolling with the punches, "Impro" and "Impro for Storytellers" by Keith Johnstone are good reads.
@muzzle @Yora @tissek @herrold How much time do you have?
Don't waste it on preparation – at least not in the traditional sense. Watch some media related to the game genre that you like a lot. Think about what gets you excited. Think about what other people at the table have told you that they love.
Then come to the table and listen to what everybody else has to say – yes, even if you're the GM. They've probably written things down on their character sheet that they care about if it's any kind of modern game. Know what those things are and think about whether you've brought any attention to them in the last several sessions.
Then play the game. Or, as the phrase goes, "play to find out."
Improv is word jazz. As long as you know your instrument and you listen to what everybody else on stage is playing, you just jam. Don't step on their toes and they won't step on yours. Don't try to take anything over and they will give you everything.
That's it. That's the prep.
@deidungeon @lextenebris @Yora @tissek @herrold thank you everyone for your advice.
I have my own opinions on improvisation, informed by the fact that my players skew very young. They have plenty of fantasy, but they don't know the genre clichés. That requires flexibility, but also means I can steal ideas wholesale, as they've never heard of them.