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What a great storytelling DM looks like
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<blockquote data-quote="KidSnide" data-source="post: 5085956" data-attributes="member: 54710"><p>I think most people would agree that a good story can come from a sandbox. (Certainly, the Gygas/ENworld mods game is a great story, at least from a certain perspective.) However, people who like the storytelling style think that its techniques lead to <em>stronger</em> stories (admittedly, at the cost of some PC autonomy), because GM intervention can help with pacing, consistency, theme, and - most simply - just finding the best bits to play with.</p><p></p><p>Although a "sandbox" game definitely isn't opposed to a good story, a sandbox GM does forgo a collection of tools that help produce good stories. And therefore, it's reasonable to put "sandbox" and "storytelling" on a continuum. A sandbox style game grants more PC autonomy and freedom to explore what the PCs want, while a storytelling style game provides more GM guidance, along with the beneficial direction, pacing and narrative tricks that can go along with it. </p><p></p><p></p><p></p><p>Terminology confusion aside, I don't think many storytelling GMs think of themselves as "telling a story" themselves, so much as they are telling a story together with the players. A story telling game that does't provide any opportunity for the players to participate in the story telling sounds like a strangely degenerate version of the style. </p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5085956, member: 54710"] I think most people would agree that a good story can come from a sandbox. (Certainly, the Gygas/ENworld mods game is a great story, at least from a certain perspective.) However, people who like the storytelling style think that its techniques lead to [i]stronger[/i] stories (admittedly, at the cost of some PC autonomy), because GM intervention can help with pacing, consistency, theme, and - most simply - just finding the best bits to play with. Although a "sandbox" game definitely isn't opposed to a good story, a sandbox GM does forgo a collection of tools that help produce good stories. And therefore, it's reasonable to put "sandbox" and "storytelling" on a continuum. A sandbox style game grants more PC autonomy and freedom to explore what the PCs want, while a storytelling style game provides more GM guidance, along with the beneficial direction, pacing and narrative tricks that can go along with it. Terminology confusion aside, I don't think many storytelling GMs think of themselves as "telling a story" themselves, so much as they are telling a story together with the players. A story telling game that does't provide any opportunity for the players to participate in the story telling sounds like a strangely degenerate version of the style. -KS [/QUOTE]
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