What a great storytelling DM looks like

Tav_Behemoth

First Post
Over in the thread I forked this from, there's a discusssion of the Gospel of Papers & Paychecks:

The role of a superior DM is NOT to tell a story to his or her players. The DM need only provide an interesting and challenging environment for the players to explore and then administer that environment totally impartially. Superior players will be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.

and Harlekin points to Piratecat's 4th edition thread as a good example of a storytelling approach.

I played in a 4E game Piratecat ran at Anonycon and it was fantastic, one of the best experiences I've had as a player in 4E. Some of the things he brings to it, like an actorly mastery of character voices and idiom and an explicit "It's OK to try doing different things, there's no wrong way to play" message, would be valuable in the arsenal of any DM, old-school or new.

Other things he was able to pull off I had previously thought were impossible, and made me reconsider where the line was between techniques that work in RPGs and ones that only work in fiction. For example, as we were racing flying carpets through a djinni city, in between narrating the thrilling action sequence he'd give us these brilliant little descriptions of what we could see people doing in the windows as we flew past!

On reflection, I think that his doing new-school, storyteller GMing extremely well helped me identify a difference between this and old-school reactive GMing.

I ran a 4E game for some NerdNYCers with whom I'd been trying to explain why the old-school approach wasn't simply DM fiat. Afterwards, one of them was like "Oh, I see what you mean about old-school now" and I was like "no, wait, I was wearing my 4E hat; that's as new-school as I know how to be!"

The thing this player identified was a moment when the PCs were preparing to enter a mine. They spent a good while discussing how to do it, considering the advantages of rappeling vs. riding a mine cart and working out the details of each. Everyone seemed really into this, so I sat back and enjoyed watching it happen. My new-school player said that as a DM he would have pushed the party right past this; it was obvious to him that the story was about what was in the mine, not how the PCs entered it.

As an old-school DM I see the story as "that thing the players want to do"; as long as they're having fun I'm happy to roll with it (which, of course, means finding ways to horribly complicate whatever plan they come up with; that much all DMs can agree on). When I think about great old-school DMs I've been fortunate enough to play with - Tim Kask, chgowiz, James Raggi, as well as my homies Eric, James, and Adrian from NY Red Box - I can clearly picture each of them sitting back and, behind their poker face, being amused by the PCs making trouble for themselves.

Piratecat doesn't sit back, he leans forward. When I say stuff as a DM, it's usually either in response to a player's question or because I see a lag in the action and need to move people along. Piratecat's descriptions of scenery flying by moved things along even when they're already going full-tilt and all the players are totally engaged!

It seems to me that a new-school storyteller DM is, well, the teller of a story, and as such you can look to them to be entertained. An old-school DM is just the stage manager; if you look to them for entertainment, it's likely to come at your own expense & in the form of wandering monsters rather than an exciting storyline that'll sweep you away.

I can't speak to the issue of narrative choice on a macro-level, having just played a convention game. I don't doubt that Piratecat handles this as well as every aspect of his DMing that I did get to see, even if I suspect the player narrative control emerges at a different level using different tools than my sandbox campaign. He certainly allowed players lots of choice within the framework of the rules and adventure (including an unusual-in-my-experience degree of freedom in not-as-written uses for skills and powers in a challenge or combat), and people supplied their own motivations. Still, I felt like doing this helped us get more into the story that Piratecat was moving forward, whereas even in my own convention games where I do design a beginning-middle-end I feel like I'm leaving it up to the players to discover what that story is and advance it.

I'm not at all saying that sitting back is better than leaning forward. The former trades a sense of freedom for the risk of a slack and fragmented experience, and in fact I probably never would have started exploring the virtues of a sitting back approach if I were able to tell a story as excitingly & apparently effortlessly as PK did! (Maybe doing a storyhour is good training in coming up with D&D-appropriate narrative on the fly?) What I did want to point out was a difference I've observed even under the similar conditions of a convention game for strangers that I think exemplifies the different ways each style can be awesome.
 
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I find this discussion amazingly interesting.

Because I'll be spending time behind the DM's screen for the first time in a long time soon, it's something that I guess I've been thinking about without really knowing I was thinking about it.

Obviously, every player (and DM) likes different things out their games, and I can only speak for myself. So it struck me while reading the OP's compelling post, that while I do enjoy a DM who "sits back" and lets me create my own trouble every once in a while, I typically much prefer having a pretty good idea of what the story is going in. So, in the parlance of the OP, if the story is in the cave and not how we get into the cave, I prefer to just get into the cave.

It's worth noting that I'm a long-time player (started around '80), so I don't think that such feelings are necessarily generational. I'm also a creative type (Master's in Creative Writing), so I don't feel that I'm the kind who needs to have a story presented to me because I just can't think of anything. That said, when I play I want to be a part of the story being told...one of the heroes, certainly, and with a degree of narrative control...not creating the story as I go.

There is little that I dislike more in a game of D&D (and I am fully aware that this will be considered heresy to many on these boards) than having a DM describe an innkeeper who greets me with a hearty hello, and then proceed to stare at me with an expectant look. It's not that I can't roleplay or am completely uncomfortable with the notion, it's that I hate fishing for information that, by implication, the innkeeper clearly has without having even a little clue as to what that information might be.

If anyone has seen the Wizards podcast featuring the Robot Chicken writers, that's an excellent example. The dwarf-face bas-relief starts talking. He's clearly got stuff he needs to say for the purposes of the adventure. Chris Perkins says something to one of the players and looks at him expectantly...to which the player responds, "Please, sir, I have a History of but 2."

With no offense intended toward Mr. Perkins, this made me laugh because I know just how that player felt. If you have something to tell me, just tell me; otherwise I feel like I'm just guessing for the right response.

And while I know that there is no right response, that doesn't change the nagging certainty in the dark recesses of my mind that there could be.

I'm happiest when my D&D games are like a collection of scenes from a book or a film. The exciting ones we play out and the boring ones are a montage. Rarely in the books and films I enjoy does the hero meet a supporting cast member and fumble through five minutes of awkward, clumsy conversation before finally figuring out what comes next. I know this kind of storytelling is fun for some, even many, people, but it never has been for me.

And so I'm thinking now that all of this planning I've been doing for my upcoming campaign has reflected this...even though I wasn't really aware I was doing it. I've been plotting out scenes--areas where the story progresses--and making sure each one has a relatively explicit clue or quest about what comes next. The players don't have to follow it, of course, but I suspect they will just because it's the most obvious course of action.

It's not sandbox, that's for certain, and while the idea of a sandbox campaign has always appealed to me, it sure seems like it fits a lot better with the "sit back" style of DMing than it does with "story-driven" DMing...

Great topic. Thanks for the insight and "thought provocation."
 

Hmm. Thanks for the kind words, Tav, although I'm uneasy being the example. You had the advantage of seeing that adventure the third or fourth time I'd run it, after many of the bugs were worked out. I do find the topic of storytelling vs. old school play really interesting, though.

If I had to sum up my own DMing style in one sentence, it would be "don't let the players get bored." That doesn't mean constant action, but I want them always thinking about something - roleplaying, or worried about what the NPCs are doing, or figuring out a mystery or a puzzle, or the like. To this end, I try to run a really cinematic style of game; I hope that if they remember the cool bits they'll forget the part where the action or the mechanics bog down a bit. I try to improve mechanics that bore people, and I keep my fingers crossed that if I get the players immersed in the world through throwaway detail, their own imagination will compensate for any details I forget to give.

Thing is, this works equally well with old style dungeons too. I try to give the PCs a sense of urgency and purpose; I try to give them enough sensory detail that they're involved with the adventure. When they kick down the door, you want them to hear the wood splinter and smell the wall of odor coming off the troglodytes on the other side. Add hints that the monsters are involved with a larger scheme -- "Why does this troglodyte have a signet ring that could only belong to our princess?" And then only develop plots that the group bites at.

Stuff like "mine cart vs. rappelling" is key in this regard. The players' choice has a big effect on what they see and hear as they enter, as well as what encounters take place and what the bad guys see and hear. The nice thing is that you as DM can stack the odds. Want them to take the mine cart because it's the far more cinematic approach? Make it worth their while - hint that it would deliver them into a more advantageous part of the mine, that it would be fast enough that they couldn't be easily ambushed, or what have you. They may still pick rappelling, but you can stack the cards in favor of what will end up being the most fun for your players.
 
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I'm not sure I agree with the initial quote that a GM need merely create an interesting environment and then be impartial. That's because this is classic "top-down" sandbox design, figuring out everything and then plunking down your characters, and I suck at it.

The downside of this is that my campaign has a lot of details that only get filled in right before the PCs need to know them. The upside is that I keep myself amused and there's never any delay because I haven't designed part of the campaign world; I just make stuff up on the fly and write it down later.

So, how do you create a storytelling approach that doesn't feel like you're dictating the players' actions or choices? For me the best way has been to drop buttloads of different hints, clues and hooks that don't have anything more than a nebulous plot behind them. I then end up developing the ones they seem to be most interested in, and later on I consider whether any of the plots they ignored are continuing to echo and ripple through the world. The PCs' choices make a difference in the campaign, both positively and negatively, and they end up accomplishing the types of adventures they like best.

Both 3e and 4e have tremendously flexible mechanics that you can bend to almost any purpose. Take advantage of that. Figure out what skills, feats and class features the PCs possess and make sure you give them a reason to use every one. Some of the best advice I've gotten is that a cool PC feature that they never get to use is worse than not having it in the first place -- so build in opportunities for your PCs to use their cool toys, and have the story react to their actions.

A classic example for this is the cleric's ability to channel positive energy/radiant damage. Yeah, it's good for smiting undead, but what else? So in a dungeon under a temple you put in a door that only opens when positive energy is channelled into it. Then you add a mystery-based complication; the door actually stores the energy from the last person to open it (or uses it for some mysterious purpose to power a dungeon feature? Hmm. No, wait, don't get distracted.) and the new opener can sense who and when it was. Tell the cleric opening the door that it was last opened by a very famous, long-dead saint of their religion... four days ago. Now the player has a new mystery to consider, even though it doesn't have any direct impact on them immediately.

Replace "positive energy" with "a whispered secret" for an old temple of Vecna, and "saint" with "arch-lich", and you have a very different sort of plot hook and adventure with almost precisely the same set-up.
 
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I'm definitely more of an old-school GM, nothing thrills me more than reacting to my players' unexpected actions. And I suck at storytelling.
 

Chzbro, I agree that even back in the day, I'm certain lots of people had a storytelling approach, just like lots of folks used minis, invented crunchy skill systems, and otherwise didn't act like we expect of old-schoolers! I'm using it here to say "those things that were part of the original approach but are in opposition to the mainstream contemporary approach." If the 4E DMG was giving advice about how to remain inscrutable while the PCs talk themselves into your diabolical deathtrap, presumably we'd have an old-school movement that extolled the virtues of cutting to the chase and getting right to the deathtrap already, and they'd canonize guys from back then who took that approach!

Piratecat, it wasn't me who made you the poster boy for storytelling DMs: I'm just following the trend!

I think that not letting players get bored and nudging them towards fun choices without showing your hand are both tools common to sit-back and lean-forward DMs. I think cinematic is also too wide an adjective, but maybe it's getting at something to say that my favorite kind of action movies are heist films like A Man Escaped where there's a very high planning-to-action ratio.

I also think that a lot of our DMing style comes from what we dislike or are bad at! It stresses me out to feel like the plot is up to me so much that I feel like it's easier to generate a table with six ideas for what happens next and let the dice choose, even though that's six times more work!

Interesting that we all seem to throw out a lot of stuff that doesn't get chosen and figure things out only right before the PCs need to know it. Maybe those are also good DMing skills universally, or maybe the sit-back thing I'm seeing here doesn't correlate with other kinds of DM approach.

I don't think it's just a well-polished adventure or one that's designed to deliver concentrated goodness in a four-hour slot: both of those were also true of my mine-rappelling example.
 

I'm definitely more of an old-school GM, nothing thrills me more than reacting to my players' unexpected actions. And I suck at storytelling.

And I think I'm totally new school. :) I stand up, I don't sit. I hover over them sometimes and move around, lets me think and react better. I like telling them the things they see as they move, and let the subtle plot unfold by their actions. I roll combat dice in front of them, I never hide it.

For me, absolute fairness is one of my things. That's why I don't hide my rolls. I don't do redo's, I don't allow out of game talk during combat. I love combat. Setting up scenes and what scenic options could happen and what kinds of possible stunts players can come up with using the scenery.

Anything and everything to get the players to sweat in their seats at a propelling pace of cinematic action and suspense. That's pretty much my goal. I do okay reacting to them, and I usually go with the very first thing that pops into my head, which isn't the most logical at the time because later when I get home and I rethink things, half my decisions then don't make much sense to me lol. But if the players have fun and enjoy things, they don't care about the little things like that.

And having players enjoying themselves is one of the ultimate goals of the game.
 

Piratecat, it wasn't me who made you the poster boy for storytelling DMs: I'm just following the trend!

I'll take credit for that. And I think PC's post also show how to run a story based game right. The story provides a general long-time direction for the events in the campaign, but at the local level, there are many different directions the players can go in. And many choices that the players take will reverberate as the story unfolds.
 

Chzbro, I agree that even back in the day, I'm certain lots of people had a storytelling approach, just like lots of folks used minis, invented crunchy skill systems, and otherwise didn't act like we expect of old-schoolers! I'm using it here to say "those things that were part of the original approach but are in opposition to the mainstream contemporary approach." If the 4E DMG was giving advice about how to remain inscrutable while the PCs talk themselves into your diabolical deathtrap, presumably we'd have an old-school movement that extolled the virtues of cutting to the chase and getting right to the deathtrap already, and they'd canonize guys from back then who took that approach!

Quite true. I have never figured out what people meant by old school because I have seen several styles since the 1980. Several times they where being held up as a great example of old school in one thread and attacked as being just the opposite of old school in another.


I also think that a lot of our DMing style comes from what we dislike or are bad at! It stresses me out to feel like the plot is up to me so much that I feel like it's easier to generate a table with six ideas for what happens next and let the dice choose, even though that's six times more work!

I would also add: The reactions we get from our players has or should have a large part in how much story we tell. It also should affect how we tell the story. I am DMing for a group of nebies. All but 1 of my players has not played in more then four or five sessions and those where years ago. We have had 3 sessions and they are still learning the very basics of what is happeing. To much story telling and not enough railroading leaves them floundering. On the other hand my wife and I do one on one that is nothing but story telling. She would be happy in group that never see combat if the story line was engaging and she could really affect the story's outcome.
 

My preference in roleplaying games is not towards storytelling, but deductive reasoning. That is what is fun for me and what I understand as central to roleplaying: the mental reasoning out of categorical patterns and their relations to each other in my imagination as being related to me an impartial referee, the pattern giver. Seeking to understand these relationships and planning alone or with my fellow players to try and accomplish goals are highlights for me. It isn't the fiction or the quality of an after-the-fact narrative arc, that is secondary. Nor is it is a thematic conflict pushed upon me by an outside party, that is strictly emotional management (too often spuriously argued for as "fun"). It is the brilliance of our own ideas come upon in our attempts to understand the world and enact our own desires within it according to the underlying, hidden framework (i.e. pattern) not wholly known by any player, just the referee.
 

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