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Defining Story
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<blockquote data-quote="jgsugden" data-source="post: 9254231" data-attributes="member: 2629"><p>There is a balance. You neither wish to dictate a story to the players where they are just toys in your game, nor do you want to leave a game empty and devoid of the elements of storytelling that make for a compelling tale.</p><p></p><p>To that end, I give myself two roles as a Dungeon Master.</p><p></p><p>The first role is a pregame role. It is a designer and storyteller role. I put the puzzle pieces into place to tell a good story and set the PCs up to play a key role. Once I put something into place, it is generally locked in and part of my world - changed only through the actions of the PCs.</p><p></p><p>The second role is an in-game role. It is a facilitator and adjudicator role. I only insert things into the game as required when the PCs do something unexpected. Beyond that, I am just trying to move forward the story as the players engage with what I created for them. I do not try to make something new up on the spot to make a better story - I let the PCs take the lead in determining how we unfold the tale. I will not, for example, realize the PCs saw an easy way around my traps and add another just to keep it from being too easy. Nor will I add monsters to an encounter to make it tougher. Nor will I improvise a puzzle for them to solve on a whim. They face what I have ready to go - and I only add stuff if they go where I am unprepared (and I try to be prepared).</p><p></p><p>What this results in is my storytelling driving the game outside sessions, and theirs driving the game during sessions. They make substantial impacts into where the story gores that always feels open to them, but that plays into the larger world. </p><p></p><p>It works for me.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9254231, member: 2629"] There is a balance. You neither wish to dictate a story to the players where they are just toys in your game, nor do you want to leave a game empty and devoid of the elements of storytelling that make for a compelling tale. To that end, I give myself two roles as a Dungeon Master. The first role is a pregame role. It is a designer and storyteller role. I put the puzzle pieces into place to tell a good story and set the PCs up to play a key role. Once I put something into place, it is generally locked in and part of my world - changed only through the actions of the PCs. The second role is an in-game role. It is a facilitator and adjudicator role. I only insert things into the game as required when the PCs do something unexpected. Beyond that, I am just trying to move forward the story as the players engage with what I created for them. I do not try to make something new up on the spot to make a better story - I let the PCs take the lead in determining how we unfold the tale. I will not, for example, realize the PCs saw an easy way around my traps and add another just to keep it from being too easy. Nor will I add monsters to an encounter to make it tougher. Nor will I improvise a puzzle for them to solve on a whim. They face what I have ready to go - and I only add stuff if they go where I am unprepared (and I try to be prepared). What this results in is my storytelling driving the game outside sessions, and theirs driving the game during sessions. They make substantial impacts into where the story gores that always feels open to them, but that plays into the larger world. It works for me. [/QUOTE]
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