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What a great storytelling DM looks like
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<blockquote data-quote="Barastrondo" data-source="post: 5086224" data-attributes="member: 3820"><p>Pretty much like in most other styles of roleplaying game, only with storytelling techniques added to the arsenal. You describe scenes, or offer to let the players describe scenes, you answer questions, you play the part of characters, you determine how the world would react to the actions of the players. You just tend to keep into mind things like tension, pacing, and player interest. So a decision to have an old enemy attack now rather than next session might be driven by the desire to get the action flowing rather than a predetermined timeline or random table. </p><p></p><p></p><p></p><p>Remember, "the story" is not a predetermined outcome. It's something that is built in play. Guiding elements of the story involves the aforementioned nudging of elements into more dramatically satisfying configurations, but it's not anything like trying to build or adhere to a script.</p><p></p><p></p><p></p><p>Play with a GM you trust, basically. Since things are often ad-libbed, there is no player ability to audit the books. </p><p></p><p></p><p></p><p>There's actually very little risk of the players, no quotes necessary, transforming into 'theatrical performers', quotes probably necessary. Unless you let people who don't know much about said games be the ones to determine where the 'theatrical performers' line is drawn, but I don't really subscribe to that theory. It's sort of like letting people who don't know much about RPGs as a whole determine where the 'stupid waste of time' line is drawn.</p><p></p><p></p><p></p><p>The group's desire to play Dungeons & Dragons. </p><p></p><p></p><p></p><p>It hies back to people not playing D&D the same way. There's no real guarantee that anyone will have learned to play D&D in a particular "impartial referee," "the GM leans back" sort of fashion. If they learned to play in a more narrative, "GM leans forward" sort of fashion -- or if they tried both ways and decide they liked the latter version more -- then that's the way they choose to play D&D. It becomes an uphill battle for anyone who doesn't play that way to convince another group "hey, you guys should go over and play another game so that D&D can remain the bailiwick of DMs who lean back." The burden is on the other games to say "This is a better narrative version of D&D", not on other players to say "You're not having as much fun with D&D as you could with other games, so you should go play them."</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5086224, member: 3820"] Pretty much like in most other styles of roleplaying game, only with storytelling techniques added to the arsenal. You describe scenes, or offer to let the players describe scenes, you answer questions, you play the part of characters, you determine how the world would react to the actions of the players. You just tend to keep into mind things like tension, pacing, and player interest. So a decision to have an old enemy attack now rather than next session might be driven by the desire to get the action flowing rather than a predetermined timeline or random table. Remember, "the story" is not a predetermined outcome. It's something that is built in play. Guiding elements of the story involves the aforementioned nudging of elements into more dramatically satisfying configurations, but it's not anything like trying to build or adhere to a script. Play with a GM you trust, basically. Since things are often ad-libbed, there is no player ability to audit the books. There's actually very little risk of the players, no quotes necessary, transforming into 'theatrical performers', quotes probably necessary. Unless you let people who don't know much about said games be the ones to determine where the 'theatrical performers' line is drawn, but I don't really subscribe to that theory. It's sort of like letting people who don't know much about RPGs as a whole determine where the 'stupid waste of time' line is drawn. The group's desire to play Dungeons & Dragons. It hies back to people not playing D&D the same way. There's no real guarantee that anyone will have learned to play D&D in a particular "impartial referee," "the GM leans back" sort of fashion. If they learned to play in a more narrative, "GM leans forward" sort of fashion -- or if they tried both ways and decide they liked the latter version more -- then that's the way they choose to play D&D. It becomes an uphill battle for anyone who doesn't play that way to convince another group "hey, you guys should go over and play another game so that D&D can remain the bailiwick of DMs who lean back." The burden is on the other games to say "This is a better narrative version of D&D", not on other players to say "You're not having as much fun with D&D as you could with other games, so you should go play them." [/QUOTE]
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