What a great storytelling DM looks like

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.

Piratecat gives me an inferiority complex - one of the players in my old campaign went to Gencon, she played in a game he GM'd, and came back raving about it. :) I don't think most GMs can expect to compare to Piratecat, but I'm sure there are things we can usefully learn from him.
 

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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.

I always roll my dice in the open - I didn't know that was new school. :) I will stand up sometimes too - helps with my back pain. :) I tell them what they see too, though I suspect I am not brilliant at communication, especially in a crowded noisy D&D Meetup room, and with the minis and battleboard I tend to rely on those to show the scene, rather than describing it verbally. I run PBEMs and text-chatroom games too though, there my style obviously is far more descriptive and possibly more atmospheric.
 



I've had the pleasure of being in sessions P-cat has run, and I think I understand what you're getting at.

In the various factional head-buttings, much has been made of how "storytelling" is bad, focusing on how the GM is railroading a particular plot. And while there are some GMs who do that, by and large, that's not what storytelling in RPGs is about - as you've seen.

A storytelling GM is one who gives the needs of story high priority. And by needs of story, I mean things like evocative description, theme, and dramatic timing. There are in the world still a few people around who tell stories professionally. They do it well enough to get paid, and they have techniques to keep the audience engaged - tricks of body posture and vocal control, for example. A GM can use some of those same techniques at the table, without predetermining the plot.

Many GM's go by the "if everyone seems entertained, I'll let them keep going" philosophy. This GM will allow you to spend a half-hour of your game debating how to do down the mineshaft, so long as nobody's there twiddling their thumbs.

The Storytelling GM knows that if you wrote this half-hour down as a story, it'd be pretty boring. Even if everyone is engaged and interested in the debate at the time, afterward nobody's going to care - when they tell the war story of the session, it'll be summarized as, "We spent a half-hour debating how we'd go down the mine, and then we...." The Storytelling GM sees that half-hour as flaccid dramatic timing. Unless something else cool is going on between the party members such that the players will remember it, the Storytelling GM is going to try to urge the players on to some action.
 

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.

I think this is a very important perspective. Over at the OD&D boards I remember you using the analogy of a classroom, and I agree that playing D&D is like being a student: part of the fun is mastering the knowledge that the teacher has and you don't. Let's imagine it's a history classroom, and that the goal is "making the past come alive in the students' minds" (for better analogy with the D&D experience).

By that analogy, a sit-back teaching style might involve creating problems in historical cause-and-effect, such that in learning to solve these problems the students will develop the skills they need to understand the historical period and imagine it for themselves. A lean-forward teaching style might choose some key moments in history to describe in an exciting lecture.

"Immediate and vivid" is best delivered by the lecture, "deep and abiding" by problemsolving. Too much of the former risks the students not being able to imagine history for themselves once the lecture is over, too much of the latter risks an abstract and lifeless conceptualization. Good teachers certainly use some of both (the sit-back prof moves around the classroom monitoring and guiding the process of the groups' problemsolving, the lean-forward lecturer involves students in a Socratic dialogue) but I've certainly been in (and enjoyed and learned from) classes that felt more like one or another.

To argue with my earlier statements about old-schoolers not always being old-school:

- My experience with guys who were there in the '70s like Tim Kask is that they are in fact very strongly "old school" sit-back; the convention game of his I played in at Gary Con last year had like 100 rooms spread over 6 levels, giving an enormously powerful impression of "here is a world in miniature, go forth and explore it as you see fit" instead of "here's just enough flavorful bite-sized chunks to deliver a thrilling story in a four-hour time slot." Arguably, by the time Chzbro and I started playing in '80 this style was already being lost, either because players didn't understand it (I certainly didn't when I was 10, or even 30) or wanted something different.

- It's true that folks who were old-schoolers do change over time. Paul Jaquays' advice in Shick's Heroic Worlds (1991), like "Create stories. Think of the adventure as if it were a piece of fiction... The plot is the arrangement of story elements, describing the tasks the players must perform to overcome the major obstacle and achieve the goal", is very different from the message I get from his Caverns of Thracia (1979), which has lessons like "the sense of wonder and achievement that the players get from finding hidden sub-areas entirely on their own, with absolutely no guidance from the DM or adventure, is often sweeter than the triumph of beating the obvious boss that the main dungeon is funneling them towards." At the same time, when I first read Caverns I thought "that's crazy that there are these secret areas that the players have no way of finding!" but actually playing it showed me that OD&D gives players lots of tools, like intelligent swords that detect secret doors, that aid their job of exploration.

- I think a major reason that the general evolution of D&D has been away from sit-back and discover it yourself (with a lot of rules for how you find secret doors and track the time and hazards spent in exploration) and towards lean forwards and tell a story (with rules for how to balance challenges so that you can string lots of 'em together in a slam-bang action sequence and minimize "downtime" spent resting or getting from here to there) is that the old-school rules were in fact designed for an old-school style. It seems to me that the push for a new ruleset isn't from people who say "OD&D is really good at exploration and discovery, but we'll make it even better in this new edition" - those folks are going to be happy playing it as is. Newer editions become more new-school specifically because people want a lean-forward storytelling style that older editions left room for, but weren't ideally designed to facilitate.

EDIT:
Umbran's post while I was typing mine is spot on. I'd add, though, that a virtue of letting the session play out the decision about how to go down the mine is that sometimes what the players come up with isn't what the GM would have whisked them towards. Sitting back gives you more opportunities to be surprised, both by the ultimate outcome and by the peculiar details of the players' plan which often generates things you can bring into the action that you wouldn't have invented by yourself. A good lean-forwards GM needs to leave space for this player-generated stuff, just like a good sit-back GM needs not to leave players room for endless dithering.

Also, I meant to link to my Mule Abides post about nudges, which talks about techniques for doing what Piratecat was talking about here: "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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The "Black Sox" of 1919 might have been great 'story-telling'.

What people wanted, though, was baseball.
This is a fantastic point. It doesn't matter a damn if the DM has this fantastic story to tell, because the game isn't about the DM. The game is about the players and making the game fun for them. Can you tell your fantastic story in a way that's fun for everyone? Maybe - but it'll probably get a lot better if you let the players tromp all over it in spiky boots, then change it on the fly to compensate and take their actions into account.

A DM who allows you to traipse through their carefully crafted world, changing nothing consequential by your presence, is engaged in a bit of self-indulgent ego building. (Yes, I've played with someone like this and didn't care for it. Can you tell? :D ) I'd rather adventure someplace where the bad guys react to you and you have the ability to influence the story.

But as a player, I don't enjoy storyless campaigns nearly as much. That's why mega-dungeons don't hold too much appeal for me and I was massively bored by the old Undermountain set.
 

EDIT:
Umbran's post while I was typing mine is spot on. I'd add, though, that a virtue of letting the session play out the decision about how to go down the mine is that sometimes what the players come up with isn't what the GM would have whisked them towards.

Well, the better the storytelling GM, the less likely they are to whisk you towards some specific method. Rather than let you spend a half-hour making plans, the storytelling GM would probably create some sense of urgency, so that you have to make your decision more quickly, but the decision is still entirely yours to make.

Yes, there's something to be said for allowing players as much time as they want to work with all the fiddly bits. However, I personally would save that for times when exactly what they come up with really matters.

Planning the final battle in the War of Royal Succession? Yes, the devil's probably in those details, and the plot of the campaign from that point on rests on this. So I'm giving you lots of time to plan.

Getting down to the bottom of the mineshaft? Even if you're really clever about it, the end result is still just that you're at the bottom of the mineshaft. I'm probably only concerned with how reckless you want to be - do you have most of your hit points when you reach bottom, and do you leave a way back up (or a way an enemy can follow you down)?
 

I realize I am bucking the trend here, but I am really loving this conversation. Everything you folks are saying about the benefits of "pro" active DMing and storytelling is spot on.

And I know DM and players experience is ancedoctal (sp?) but I feel I have to chip in one point.

Proactive versus reactive, storytelling versus passive referee, you guys are hitting the nail on the head. But to call it old school versus new school, I just don't see it. Back in the eighties we had the same discussions about our DMs.

Which DMs ran a mini's battle board, how cool the NPCs were, what we liked about the backstory, whether or not the DM let you wander around (which is different from floundering around by the way) or guided you when you needed it (which is different from a railroad by the way) Which ones had good stories at the end of adventure (plot OR player driven) etc.

I reemphasize, everything good you are saying above is true, true, true, and the mark of a good DM. A friend and I are considered "good" DMs and we learned a lot from one that sounds similar to Piratecat in '86 stationed in Korea.

Just can't get on onbard with the old school versus "new" storytelling labels. But I can follow the conversation, so back to the discussion, sans any arguement from me.
 

Proactive versus reactive, storytelling versus passive referee, you guys are hitting the nail on the head. But to call it old school versus new school, I just don't see it. Back in the eighties we had the same discussions about our DMs.

Which DMs ran a mini's battle board, how cool the NPCs were, what we liked about the backstory, whether or not the DM let you wander around (which is different from floundering around by the way) or guided you when you needed it (which is different from a railroad by the way) Which ones had good stories at the end of adventure (plot OR player driven) etc.

I reemphasize, everything good you are saying above is true, true, true, and the mark of a good DM. A friend and I are considered "good" DMs and we learned a lot from one that sounds similar to Piratecat in '86 stationed in Korea.

Just can't get on onbard with the old school versus "new" storytelling labels. But I can follow the conversation, so back to the discussion, sans any arguement from me.
Yeah I agree that it's not good labeling at all.

I do think that good techniques are, hopefully, becoming more common as time goes by, and I think there are notorious eras in the past where frankly bad GMing was overtly pushed in some popular games (like white wolf with it's uber-NPCs and spectator PCs in certain modules), but broadly, and also specific to this discussion, people have been going on about this stuff for years.
 

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