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Chapter 8: Storytelling
                   Chapter 8: Storytelling







                                                      You hear the faint clack of something hard hitting the concrete behind
                                                  you. The sound is rhythmical, as if something is following you, its claws scrap-
                                                  ing with every step. You turn, but see nothing. Only the empty street, your
                                                  own shadow cast by the light of the full moon. You suddenly feel hot breath
                                                  on your neck, sending a shiver down your spine.
                                                      What do you do?

                                                  What Is Storytelling?


                                                      Storytelling is a type of roleplaying game, a game of make-believe in
                  I fear sleep, never knowing     which each participant pretends to be somebody else, or pretends that he’s
                   I fear sleep, never knowing
              where it may lead,                  really something he’s not, such as an astronaut or spy. The most familiar form
                where it may lead,
                  A mineshaft of vague            of roleplaying is the sort of freeform acting we did as children when we played
                   A mineshaft of vague
              horror with no end to it.           Cops and Robbers or Cowboys and Indians. From these humble roots was
                horror with no end to it.
                                                  born the roleplaying-game hobby.
                  Every window I see                  Modern roleplaying games grew out of wargames and boardgames when
                   Every window I see opens
              opens on the infinite,              players wondered what it would be like to play a single individual rather than
                on the infinite,
                  And my mind, still haunted      a whole army. That was in the late ‘60s and early ’70s. Then, the most suc-
                   And my mind, still
              by this vertigo,                    cessful roleplaying games were based on fantasy and science-fiction themes.
                haunted by this vertigo,
                  Probes and probes at the            Roleplaying games evolved as more and more people entered the hobby.
                   Probes and probes at the
              unanswering void.                   Today’s games are more sophisticated than Cops and Robbers, but are based
                unanswering void.
                                                  on the same principles of make-believe. There are various rules to prevent
                  — Baudelaire, “The Abyss”       arguments and to better define your pretend character, and everyone strives
                   — Baudelaire, “The Abyss”
                                                  for a sort of immersive, imaginative experience that’s more detailed and be-
                                                  lievable than anything we played as kids.
                                                      And that brings us to Storytelling. Many roleplaying games are more
                                                  concerned with rules and statistics than the drama created within the game.
                                                  Some people call those roll-playing games, since they’re more focused on dice
                                                  rolling than role-playing. Storytelling certainly provides for a simple and con-
                                                  sistent set of rules, but it seeks more than just dice rolls and character sheets.
                                                  Storytelling is about drama, the wonder of a make-believe tale told by the
                                                  players. Good Storytelling is always surprising, taking unexpected twists and
                                                  turns, and players often find their characters speaking and acting in ways that
                                                  are strange and novel, taking on a life of their own.
                                                      Unlike child’s play or corporate roleplaying, Storytelling can strive to be
                                                  an art form. This might sound pretentious, but anybody who’s played
                                                  roleplaying games long enough has experienced more than one epiphany, a
                                                  moment when the game seems to become a living entity, a Muse dictating
                                                  strange and wonderful things to the players. These moments are worth striv-
                                                  ing for.
                                                      Throughout this chapter are tips and hints that will hopefully lead to
                                                  these epiphanies. But it’s not a recipe that, if followed exactly, will always
                                                  produce the same result. It takes active work on everyone’s part, and a desire
                                                  to achieve more than the mundane.
                                                      Just don’t get lost in the Ivory Tower. Don’t deride those who see gaming
                                                  as a fun hobby (which it is), or those whose roleplaying stories don’t aim
                                                  higher. Instead, encourage and persuade players to stretch their boundaries.
                                                  Storytelling is about achieving something great through an interactive tale,
                                                  but not at the expense of fun.





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