Tuesday, September 3, 2024

Make Sure You Have A Story To Tell (Whether You're A Player Or The Game Master)

Roleplaying games, generally speaking, come in two parts. One part is the game, where you roll your dice, add up the numbers, cast your spells, swing your swords, and determine whether you succeed or fail in the task you wanted to complete. The other half of the game, though, is the roleplaying. It's creating unique characters, and telling their stories as they attempt to achieve their goals, whether it's something as grand as saving the world from the threat of extinction, or as relatively small as solving a murder and catching the person responsible.

However, too many of us think that the responsibility of story rests with either the players or the Game Master. This week I wanted to remind folks that, just as the GM is also a player at the table, so too they should be a part of the collaborative storytelling exercise you're all participating in.

It's all about give and take.

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Everyone Should Be Contributing


One of the primary mistakes that I see at tables is that either the players will assume that all story needs to come from the Game Master (and so they bring only bare bones archetypes, rather than fully fleshed-out characters with their own histories, goals, etc.), or the Game Master will assume that the players are here to drive the story, and so they sit back and wait for the table to pursue leads and make decisions that are important to the characters (a mistake that has sunk more than a few attempts from GMs to run sandbox-style games).

However, as with almost everything else at the table, this effort needs to be a cooperative one. Players and GMs shouldn't be dictating the story to one another, insisting that X, Y, or Z events need to happen. It's more like moving a couch. Each of you picks up your end of things, and you move it along a path, calling out warnings to one another as necessary, and trying to avoid as many hazards as possible.

You don't want one person carrying, and the other one sitting on the couch asking them why they aren't making progress.

Hey... how come we aren't getting anywhere?

If you're a player at the table, you should have a character who is willing to participate as part of a team (as TTRPGs tend to be team-focused activities), and who is willing to follow plot hooks as they're dropped. However, you should also have a character who has a history, who has goals, and who has a story both for who they were before the game started, but who also has a story of their own you want to tell with them as the game goes on. Whether they're a masked vigilante looking to topple a fascist regime, a farmgirl hero who wants to prove herself worthy of knighthood, or a government experiment who is trying to find their origin while escaping from their handlers, your character should have a story of their own you want to tell.

The Game Master should also have a story they're looking to tell as part of this campaign. This story might be how a gang of brigands and thieves became the heroes of the land when they helped overthrow a corrupt monarch, or it might be how a band of noble warriors stood against the lich king when no others would. It might be the story of Project Apotheosis, who tried to unlock superhuman powers in unwilling candidates, or it might be the story of how a generation ship floundering in the deep black was brought back online, and an entire generation of colonists were saved.

The key is that everyone on both sides of the screen should be helping tell both their own stories, and those of other people around the table. To do this we need to be open with our Game Masters and our players about the kinds of stories we want to tell, and to offer to integrate our stories together as part of the exercise.

That sounds simple enough, but it's something that takes practice.

For example, say you have two players who want to enmesh their stories together. One player is a holy warrior who is looking for a sibling they lost while they were in the orphanage, but who has also set their sights on being knighted for their efforts. We have a rogue who ran with a street gang as a child when they ran away from the orphanage, and then became a bandit when they got older and had to duck the law or wind up in prison. They've amassed quite a bounty on their head, and this life has caused them to grow hard over the years, though they often wonder what might have been.

Those two players could decide to wind their stories together. Maybe the brother was too young to come with, and the older sister promised she'd come back for him, but she never could. Plucked up by the church, he was trained to fight, to read, and to pray, while she led a hardscrabble life. They may not recognize one another at first, but they slowly begin to change each other's black-and-white views, and to grow closer. He begins to realize there are shades of gray in the world, and to be more flexible, while she learns that her skills can be used for good ends, and there really are people out there who care about her, and who will protect her if she'll just let down her guard enough to let it happen.

And then the Game Master could take that combined story, and weave it into the story they're telling. For example, was their mother slaughtered by the warlord who is currently conquering the northern fold, which is why they were in an orphanage in the first place? Is that warlord the father of these two characters, and their mother spirited them away to try to hide them from what being the heirs apparent to a kingdom of blood would do to them? And will they attempt to save their father, end him for what he's done, or will they join with him in hopes to achieve their own goals, twisted or otherwise?

I never had a chance to be other than I am... neither did you. Will you change that?

There are, of course, a variety of considerations to keep in mind. Whether it's dedicating too much involvement or story to too few players, ensuring everyone gets adequate time in the spotlight, etc. However, the basic idea shown here is that all of you should have different threads of story when you come to the table... and all of you should participate in weaving those disparate elements together to create a single, more cohesive, whole!

Need Help With The Heavy Lifting?


Coming up with all the different story elements isn't easy, especially for those of us who aren't used to building bigger, more involved stories, consider trying out some of the following tools:

- 100 Character Goals and Motivations: If you need a list of things to help make your character's journey stand out, and to help you shape their story, check these ideas out!

- 100 Dark Secrets: Everyone has secrets... and these secrets can make an excellent basis for your story. Both as a player and as a Game Master.

- 100 Questions To Ask About Your Characters: Sometimes it helps to look at our characters from perspectives we didn't previously consider, whatever side of the GM screen you're on.

- 100 Fantasy Professions (That Aren't "Adventurer"): It helps to mix it up from time to time, and your professional handle can say a lot about who you are, and what you do.

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