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What a great storytelling DM looks like
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<blockquote data-quote="I'm A Banana" data-source="post: 5085937" data-attributes="member: 2067"><p>Well, the maxim was "all games are stories," not "tell me a story." </p><p></p><p>The games = stories thing is just down to the definition. Games resolve conflict. Stories also resolve conflict. The difference lies mostly in that games are meant to involve the audience and risk failure, while stories are meant to be passive, told things, where the only risk is the sympathy you feel for the characters. D&D games are stories, too, just like a football game, a game of monopoly, or a game of poker. It's just a matter of what drives the action.</p><p></p><p>And that doesn't have much to do with success or failure. Stories have the White failing pretty requently, and, in order to be a game, you need to have that chance for failure (FFZ actually does its best to risk TPK in every encounter, and explicitly recommends meaningful failure as an option in every encounter). </p><p></p><p>The difference is mostly between character-focused action, and plot-focused action. In one, the conflict comes to get ya, in the other, the characters choose to go to the conflict (or not, dealing with other conflicts). </p><p></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /> Glad ya like it! Seriously, next time you're in a big-box book retailer, check out their writing sections (usually next to the test prep, past the sciences). There's a lot of good DMing advice encapsulated already in writing advice, and a lot of the more recent books even give nods to "interactive fiction" and the like, given the rise of videogames in the last decade or so. </p><p></p><p>I'm more of an Independence Day kind of GM, so I try harder to sit back and let my players take over, without bombarding them with some sort of Michael Bay explosion or something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5085937, member: 2067"] Well, the maxim was "all games are stories," not "tell me a story." The games = stories thing is just down to the definition. Games resolve conflict. Stories also resolve conflict. The difference lies mostly in that games are meant to involve the audience and risk failure, while stories are meant to be passive, told things, where the only risk is the sympathy you feel for the characters. D&D games are stories, too, just like a football game, a game of monopoly, or a game of poker. It's just a matter of what drives the action. And that doesn't have much to do with success or failure. Stories have the White failing pretty requently, and, in order to be a game, you need to have that chance for failure (FFZ actually does its best to risk TPK in every encounter, and explicitly recommends meaningful failure as an option in every encounter). The difference is mostly between character-focused action, and plot-focused action. In one, the conflict comes to get ya, in the other, the characters choose to go to the conflict (or not, dealing with other conflicts). :blush: Glad ya like it! Seriously, next time you're in a big-box book retailer, check out their writing sections (usually next to the test prep, past the sciences). There's a lot of good DMing advice encapsulated already in writing advice, and a lot of the more recent books even give nods to "interactive fiction" and the like, given the rise of videogames in the last decade or so. I'm more of an Independence Day kind of GM, so I try harder to sit back and let my players take over, without bombarding them with some sort of Michael Bay explosion or something. ;) [/QUOTE]
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