Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How Do You Create Story?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Afrodyte" data-source="post: 2428388" data-attributes="member: 8713"><p>I am strongly narrativist in my roleplaying preferences, so a lot of what I do as a player and as a GM to satisfy my desire for meaningful choices comes about more or less subconsciously. One of the few things I do deliberately set out to do is asking the following questions for pretty much every character I play or GM for:</p><p></p><p>1. Desire: What do you want?</p><p>2. Motive: Why do you want it?</p><p>3. Conflict: What keeps you from getting it?</p><p></p><p>The answers can be as shallow or as deep as I or the players like. For my own characters, I tend to prefer the deeper end of things, but I don't always find it necessary (especially for stock characters). Answering these three questions can tell me more about a character than answering twenty questions that may or may not have a bearing on the story. I prefer to answer the first question in terms of tangible goals or ongoing processes. In D&D terms, a bard may wish to seduce a priestess while his paladin brother wants to uphold the code of chivalry. For the second, I like to think in terms of emotions or needs, preferably both. The aforementioned bard may seek out the priestess because he is afraid of not having made his mark on the world. The paladin may uphold the code of chivalry because he needs a means to measure his self-worth. For the third question, just about anything--personal, interpersonal, environmental (geographical, biological, and social)--can thwart a character's attempt to fulfill his/her desire.</p><p></p><p>Thinking on it a bit, I realize that asking these questions gives me a means to imply or insert meaningful choices in the game. The nature and outcomes of these decisions are not usually predetermined since the questions the story raises tend to answer themselves. Knowing a character's desires, motivations, and conflicts allows ideas to simply leap off the page. You don't have to waste time with generic plots to engage the players, or worry about how you will get them excited about what's happening with their characters. You can just get to the meat of the characters with the shortest possible delay.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 2428388, member: 8713"] I am strongly narrativist in my roleplaying preferences, so a lot of what I do as a player and as a GM to satisfy my desire for meaningful choices comes about more or less subconsciously. One of the few things I do deliberately set out to do is asking the following questions for pretty much every character I play or GM for: 1. Desire: What do you want? 2. Motive: Why do you want it? 3. Conflict: What keeps you from getting it? The answers can be as shallow or as deep as I or the players like. For my own characters, I tend to prefer the deeper end of things, but I don't always find it necessary (especially for stock characters). Answering these three questions can tell me more about a character than answering twenty questions that may or may not have a bearing on the story. I prefer to answer the first question in terms of tangible goals or ongoing processes. In D&D terms, a bard may wish to seduce a priestess while his paladin brother wants to uphold the code of chivalry. For the second, I like to think in terms of emotions or needs, preferably both. The aforementioned bard may seek out the priestess because he is afraid of not having made his mark on the world. The paladin may uphold the code of chivalry because he needs a means to measure his self-worth. For the third question, just about anything--personal, interpersonal, environmental (geographical, biological, and social)--can thwart a character's attempt to fulfill his/her desire. Thinking on it a bit, I realize that asking these questions gives me a means to imply or insert meaningful choices in the game. The nature and outcomes of these decisions are not usually predetermined since the questions the story raises tend to answer themselves. Knowing a character's desires, motivations, and conflicts allows ideas to simply leap off the page. You don't have to waste time with generic plots to engage the players, or worry about how you will get them excited about what's happening with their characters. You can just get to the meat of the characters with the shortest possible delay. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How Do You Create Story?
Top