Psion said:
Though I get where you are going here, I think you may be putting a bit too fine a point on what "telling a story" constitutes.
When I am to "tell a story" in the context of an RPG, I am not just telling the players a story. I am creating a scenario that I think will resonate with the players/characters involved and be interesting and engaging to the players. There is not really a "story" per se until the game is done, but when the Robin Laws test pegs me as a "storyteller", that's where I am coming from.
It's hard to not get personal on issues that shape the hobby we love so much. That's why so many such threads become flame wars.
I don't think that because Robin Laws brands your inclinations as "storytelling" you have to consider it storytelling. I rather think that the term itself shouldn't be taken so literally and does not induce that RPG games are stories themselves. I think it's useful for me to point that out, so that we have a discussion about the ideas rather than words.
About the ideas: you say "I am creating a scenario that I think will resonate with the players/characters involved and be interesting and engaging to the players. There is not really a "story"
per se until the game is done."
The problem with that kind of stance here is that some points of a "scenario" will necessitate some kind of immunity. Some elements will have to appear a certain way for you to create the "tapestry" desired when the game is done. Not necessarily in the same order or conditions, but there are lines that will have to be said, elements of background that will have to be discovered, some moods that will have to be conveyed one way and not another, and whenever the players go against that tapestry you want to create, you will put yourself at odds between what you want and what the other players want out of your game. No "ifs" or "buts". It will happen, sooner or later. From this comes the contempt towards players who "aren't serious", "aren't playing the game properly" and so on, so forth (I'm not saying you personally think that. I'm saying that's what's at the root of such opinions).
I chose some years ago to step out of that kind of game mastering. Instead, I prefer to present a base situation, have all my game elements (locations, NPCs, factions and whatnot) determined, and let the game begin. I just don't know how the game will end, or where the PCs will go next (doesn't mean I'm not preparing for some eventualities or probabilities, but when doing that I know full well that's probably
not what will end up happening). So I take the campaign a few games at a time, and don't hesistate to modify my notes as we go. This creates a game where you actually play events, not "storylines".
The point may seem fine to many, but sometimes the finer points have the biggest consequences. My point is actually part of a much larger debate that involves such misleading concepts as what a "powergamer/munchkin" is, what you've got to do to keep "your players in control", what's "the right way to play the game", that "if you like Vampire The Requiem then you ought to loathe Wizards and D&D" and so on so forth.