Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What a great storytelling DM looks like
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KidSnide" data-source="post: 5086246" data-attributes="member: 54710"><p>Wow, that's a lot of questions...</p><p></p><p></p><p></p><p>Many, many ways. The short answer is that the GM plays a role in deciding what the PCs are going to do, principally by convincing the players that certain things will be fun. </p><p></p><p>But there are plenty of other "story telling techniques" that are part of the GM's "guide and participate" role. I think there's a chapter in the DMG2 devoted largely to this subject. I also suggest checking out the description of PCat's convention game up thread (which I also had the pleasure of playing in). Speaking of up thread, I answered a similar question from RogueAttorney at: <a href="http://www.enworld.org/forum/general-rpg-discussion/271645-what-great-storytelling-dm-looks-like-4.html#post5083515" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/271645-what-great-storytelling-dm-looks-like-4.html#post5083515</a></p><p></p><p></p><p></p><p>Well, this depends on your perspective. As a trivial matter, events become "The Story" when they happen, but that's no different from a sandbox game. </p><p></p><p>But I think you're asking how can you tell what events are part of "The Story" before they happen. That's a harder question to answer because (as PCat noted a few posts up) a good story teller GM doesn't have one single idea of "The Story" before it happens. A good story teller GM has multiple ideas for what might happen next and creates new ones on the fly.</p><p></p><p>That said, a good story teller GM might have multiple dramatic moments that he is guiding the plot towards, with the caveat that - as a good story teller GM - the PCs are given the freedom to choose actions that <strong>don't</strong> lead to those moments. Those moments (or NPCs, or encounters) are all potentially a part of "The Story."</p><p></p><p>Things that aren't a part of "The Story" are the boring bits that get cut out. Certainly, I'm willing to tell a player out-of-game that an idea they are proposing will result in boring gameplay with little success or accomplishment. Most players are thankful for not having to play out material that is dull, humiliating and/or pointless.</p><p></p><p></p><p></p><p>I'm not sure what there is to reconcile. Acting as a strictly neutral arbiter and/or scenario builder aren't the only things GMs can do. They can also act as editors or directors. It's just a question of whether or not they choose to. Either way, the GM has a ton of power, and the only real limit is the GM's ability to make it fun for the players so they don't leave.</p><p></p><p></p><p></p><p>Players are players of the game because (unlike actors) they make meaningful decisions that have significant consequences. In most (but not all) good story telling games, those meaningful decisions lead to whether or not the PCs are succesful in the primary objectives (and whether they survive the effort). </p><p></p><p>You could also create a game in which survival and success are not at issue and the real decisions and consequences are all about inter-PC relationships. I'll agree that D&D is probably not a great tool for that sort of campaign.</p><p></p><p></p><p></p><p>Because D&D includes four things: </p><p>(1) the ability to create varied characters with interestingly different abilities, so each PC has a niche of competence/expertise, </p><p>(2) a fun tactical combat sub-game (and, less often, a fun non-combat sub-game) that allows the players to employ the tactical expertise to achieve their goals in an atmosphere of tension and excitement, </p><p>(3) a collection of mutually understood fantasy tropes that allow the story to proceed in a more easily explained context, and </p><p>(4) resources for GMs that make it easier to write fun and balanced obstacles to overcome (or fail at overcomming).</p><p></p><p>Others probably have a slightly different list, but that's my "top of my head" list of helpful attributes. I'll also note that, IMO, 4e does a better job at providing these features than earlier editions.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5086246, member: 54710"] Wow, that's a lot of questions... Many, many ways. The short answer is that the GM plays a role in deciding what the PCs are going to do, principally by convincing the players that certain things will be fun. But there are plenty of other "story telling techniques" that are part of the GM's "guide and participate" role. I think there's a chapter in the DMG2 devoted largely to this subject. I also suggest checking out the description of PCat's convention game up thread (which I also had the pleasure of playing in). Speaking of up thread, I answered a similar question from RogueAttorney at: [url]http://www.enworld.org/forum/general-rpg-discussion/271645-what-great-storytelling-dm-looks-like-4.html#post5083515[/url] Well, this depends on your perspective. As a trivial matter, events become "The Story" when they happen, but that's no different from a sandbox game. But I think you're asking how can you tell what events are part of "The Story" before they happen. That's a harder question to answer because (as PCat noted a few posts up) a good story teller GM doesn't have one single idea of "The Story" before it happens. A good story teller GM has multiple ideas for what might happen next and creates new ones on the fly. That said, a good story teller GM might have multiple dramatic moments that he is guiding the plot towards, with the caveat that - as a good story teller GM - the PCs are given the freedom to choose actions that [b]don't[/b] lead to those moments. Those moments (or NPCs, or encounters) are all potentially a part of "The Story." Things that aren't a part of "The Story" are the boring bits that get cut out. Certainly, I'm willing to tell a player out-of-game that an idea they are proposing will result in boring gameplay with little success or accomplishment. Most players are thankful for not having to play out material that is dull, humiliating and/or pointless. I'm not sure what there is to reconcile. Acting as a strictly neutral arbiter and/or scenario builder aren't the only things GMs can do. They can also act as editors or directors. It's just a question of whether or not they choose to. Either way, the GM has a ton of power, and the only real limit is the GM's ability to make it fun for the players so they don't leave. Players are players of the game because (unlike actors) they make meaningful decisions that have significant consequences. In most (but not all) good story telling games, those meaningful decisions lead to whether or not the PCs are succesful in the primary objectives (and whether they survive the effort). You could also create a game in which survival and success are not at issue and the real decisions and consequences are all about inter-PC relationships. I'll agree that D&D is probably not a great tool for that sort of campaign. Because D&D includes four things: (1) the ability to create varied characters with interestingly different abilities, so each PC has a niche of competence/expertise, (2) a fun tactical combat sub-game (and, less often, a fun non-combat sub-game) that allows the players to employ the tactical expertise to achieve their goals in an atmosphere of tension and excitement, (3) a collection of mutually understood fantasy tropes that allow the story to proceed in a more easily explained context, and (4) resources for GMs that make it easier to write fun and balanced obstacles to overcome (or fail at overcomming). Others probably have a slightly different list, but that's my "top of my head" list of helpful attributes. I'll also note that, IMO, 4e does a better job at providing these features than earlier editions. -KS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What a great storytelling DM looks like
Top