Page 190 - World of Darkness
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Telling Tales                                   chapter is long enough to establish one or more key events
                                                             in the story. The players’ characters discover that their
                Storytelling isn’t about standing before an audience  rival is smuggling black-market goods through a warehouse
             and reciting memorized lines. It’s a shared experience in  by the river, and go to investigate. If exploring that dis-
             which every player is involved in creating the story as it  covery takes too long to resolve (perhaps the players spend
             unfolds. Unlike interactive computer games, there is no  a lot of time preparing for their outing), the chapter might
             prewritten script — players don’t just stumble along trig-  end on a cliffhanger, leaving the characters’ situation un-
             gering occasional video playbacks. They create events as  resolved at a point of danger or uncertainty.
             they go, in competitive cooperation with the Storyteller.  Basically, a chapter comprises whatever events can
             The only limit is your imagination. This has been said  take place within the span of a single game session. This
             many times before about many different media, but  can be handled rather loosely and chaotically, or the Sto-
             roleplaying is the truest example of it. Since Storytelling  ryteller can attempt to weave the disparate threads of
             takes place in a collaborative imagined space, uninhib-  player activity into what appears, by the end of the night,
             ited by the limits of screen pixel count or broadband con-  to have been a tightly plotted tale. Doing so requires guid-
             nection speed, anything can happen as long as it’s agreed  ing the players as they go, keeping them from veering in
             upon by the players and Storyteller. There are certainly  directions incidental to the plot. Tips on doing so are given
             some rules, but they’re intended to aid consistency and  below, in the section “How to Tell Stories” (see p. 192).
             believability. They can always be thrown out if the Story-
             teller thinks they impede the actual story.     Stories
                The majority of this book presents information for  A complete story introduces and resolves a single plot
             both players and Storytellers. This chapter is aimed at the  (see p. 191). A simple plot might unfold in a single game
             Storyteller alone, the single player most responsible for  session, or 10 sessions might be required for a grand, epic
             forming the shape and scope of the story. Players fill in  plot. There can be many subplots within a story, but over-
             valuable details, and can take the game in interesting di-  all a story has a single, major focus, such as a mystery to
             rections, but the Storyteller, like a film director, ultimately  uncover or a death to avenge.
             decides what parts of the collaborative script are made a  To continue with the example of the rival’s warehouse,
             part of the story. He does so not in the editing room, but  perhaps the story is about discovering and shutting down
             on the fly as the game is played.               the business. The first chapter is spent seeding clues for
                There are a number of tools and structures that writ-  the players’ characters to uncover. The second chapter
             ers traditionally use to create stories, novels, plays and  involves their discovery of the warehouse and its loca-
             films. Some of them can be quite handy for organizing the  tion. The third and final chapter sees them shut it down
             Storytelling experience, to keep a session from becoming  — or fail to do so.
             a random series of events. The most useful of these are
             presented below. Storytellers are encouraged to experi- Chronicles
             ment with their own techniques and crafts.         A chronicle is a series of stories, most often interre-
                                                             lated or that build toward a grand plot. But a chronicle
             The Parts of a Story                            can also be identified by its cast of recurring characters.
                                                             It’s like a television series made up of individual stories
                Most long-form stories are divided into segments of  (episodes) all about a group of characters or their mission.
             one sort or another, to allow actors and the audience a  Some series strive for complicated plots spread out over a
             breather between major plot points. Storytelling games  season of episodes (such as The Shield), while others pre-
             are no different.                               fer self-contained episodes whose plots have little effect
                The different units of time within a story — a turn, a  on successive episodes (such as The Simpsons).
             scene — are covered in the Dramatic Systems chapter  Perhaps your chronicle is about toppling the ware-
             (see p. 120). Below we introduce the concepts by which  house owner’s crime empire. Discovering and shutting
             we enhance the sense of connection between game ses-  down the warehouse is only one stage of that quest. There
             sions. With the real-world pressures of job and family, you  are many more cesspools of crime to expose before the
             might be able to get your friends together only once a  boss can be hauled off to jail.
             week, making it easy to lose the big picture of your tale.
             By dividing your games into chapters, stories and
             chronicles, you can better maintain a sense of cohesion The Meaning of a Story
             and purpose over time.                             The parts of a story help to organize the roleplaying
                                                             experience and give it cohesion over a series of game ses-
             Chapters                                        sions. The meaning of a story reveals what the story is about
                A chapter is the shortest part of a story, and most  — not what happens in it (that’s the plot, described be-
             stories are made up of many chapters. A single chapter  low), but how events matter.
             typically represents one game session or night of play. Like
             a chapter in a novel or an episode in a matinee serial, a

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