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Letting Players Narrate in the Game?
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<blockquote data-quote="Hella_Tellah" data-source="post: 5315696" data-attributes="member: 52669"><p>I give my players huge amounts of narrative power. Ideally, I'm the person speaking the least at the table, because if a player is talking to another player, I can pretty well guarantee that at least two people are engaged in the game, and usually everyone else is listening, too. I see my games as a series of prompts and situations for players to express their own creativity. Players get comfortable with each other, learn that it's a safe place to take risks, and consistently impress me with their creativity.</p><p></p><p>I love to play with new narrative styles, and that often means involving the players more. I made a rule in one game: the first time a player rolls a 20 on a particular kind of roll, he gets to give us a flashback to a time when he learned that skill. In another game, I had the rule: narrate it interestingly <em>or</em> roll the dice--people actually chose to fail at tasks in that game pretty often, because it made a more interesting story. And I just started running a <a href="http://www.enworld.org/forum/playing-game/292056-planescape-divided-we-stand-chapter-1-drawing-five.html" target="_blank">Play-By-Post game</a> that began with a writing prompt: anything goes, just introduce your character in an interesting way (with a twist at the end of each piece). I'm <em>very</em> excited about the prospects for that game.</p><p></p><p>If your players aren't used to telling stories off the cuff and narrating, it's best to take it slow. In one game with a group of tactician-style gamers (nothing wrong with that, mind you, I'm just no good at it), I introduced the Kill Shot rule: you kill it, you narrate its last moments. Started out pretty tame and awkward, but soon they were smashing enemies through doors, pinning them to walls with arrows, and silently lowering their bodies to the ground to avoid alerting other enemies in the area. Then, I started giving them simple prompts: Describe your lord's castle. What do you see on the alchemist's shelf? How does the goblin's armor smell? They still got to enjoy the tactics that made the game fun for them, but they also learned that they enjoy narrative gaming, too.</p><p></p><p>GM control? Pfah! I mostly just serve drinks and give them scenarios. The players improvise the rest.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 5315696, member: 52669"] I give my players huge amounts of narrative power. Ideally, I'm the person speaking the least at the table, because if a player is talking to another player, I can pretty well guarantee that at least two people are engaged in the game, and usually everyone else is listening, too. I see my games as a series of prompts and situations for players to express their own creativity. Players get comfortable with each other, learn that it's a safe place to take risks, and consistently impress me with their creativity. I love to play with new narrative styles, and that often means involving the players more. I made a rule in one game: the first time a player rolls a 20 on a particular kind of roll, he gets to give us a flashback to a time when he learned that skill. In another game, I had the rule: narrate it interestingly [I]or[/I] roll the dice--people actually chose to fail at tasks in that game pretty often, because it made a more interesting story. And I just started running a [URL="http://www.enworld.org/forum/playing-game/292056-planescape-divided-we-stand-chapter-1-drawing-five.html"]Play-By-Post game[/URL] that began with a writing prompt: anything goes, just introduce your character in an interesting way (with a twist at the end of each piece). I'm [I]very[/I] excited about the prospects for that game. If your players aren't used to telling stories off the cuff and narrating, it's best to take it slow. In one game with a group of tactician-style gamers (nothing wrong with that, mind you, I'm just no good at it), I introduced the Kill Shot rule: you kill it, you narrate its last moments. Started out pretty tame and awkward, but soon they were smashing enemies through doors, pinning them to walls with arrows, and silently lowering their bodies to the ground to avoid alerting other enemies in the area. Then, I started giving them simple prompts: Describe your lord's castle. What do you see on the alchemist's shelf? How does the goblin's armor smell? They still got to enjoy the tactics that made the game fun for them, but they also learned that they enjoy narrative gaming, too. GM control? Pfah! I mostly just serve drinks and give them scenarios. The players improvise the rest. [/QUOTE]
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