Page 191 - World of Darkness
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Theme                                           mately take the thugs they capture to jail. Instead, the
                                                                  characters succumb to temptation and take the thugs out
                      Stories and chronicles have themes (sometimes chap-  to the desert and bury them up to their necks in sand,
                  ters can also have themes). A theme sums up what a story  leaving them to bake, ripening for a confession. The Sto-
                  is about, the so-called moral or lesson it tells. It might be  ryteller didn’t expect this, but, remembering his theme,
                  “Crime never pays,” “Violence begets violence,” or “A hero  he knows just how to run with it. When the players re-
                  shall rise.” Theme is useful in reminding the Storyteller  turn, they find one thug dead of exposure, another half-
                  where he stands as events unfold. The wild give and take  dead from scorpion poison, and the third delirious and
                  of ideas and events in a game can often be overwhelming,  raving out of his mind. The characters’ own actions have
                  and the Storyteller might find that his story takes a direc-  led them into the trap of being corrupted by their own
                  tion he didn’t anticipate or doesn’t even understand. The  crime-fighting zeal.
                  best way to get back on solid ground is to remember the
                  theme and steer events back to it. It doesn’t matter what  Mood
                  happens, as long as events illustrate the theme.
                      For example, in our crime-fighting chronicle, the  Just as important as theme for organizing a story is
                  theme might be “Crime corrupts even the just.” In other  mood, or atmosphere. Keeping a story cohesive over the
                  words, it’s about the characters’ struggle to remain moral  course of many different sessions is made easier if a con-
                  when confronting corruption. They’ll be tempted to re-  sistent mood is evoked. Each scene, chapter, story and
                  sort to all sorts of expedient but unjust (even sadistic)  chronicle can have its own mood. Mood isn’t the atmo-
                  methods of overcoming their enemies. The bottom line is  sphere of the actual gaming environment (that’s covered
                  they must follow the law lest they risk becoming as bad as  below under “How to Tell Stories”). It’s the key images,
                  their rivals. If they destroy the crime empire but tarnish  symbols and even tension that the Storyteller consistently
                  their own reputations and souls through violence, lying  invokes to set the stage for the story. Mood reinforces
                  and theft, do they really win?                  theme.
                      This theme gives the Storyteller a tool by which to  Our crime-fighting chronicle might have a mood
                  focus any scene on the overriding purpose or vision of his  characterized as “dark and gritty” or “film noir.” Things
                  story. Perhaps he expects the players’ characters to be  are described in blurred contrasts, in grays rather than in
                  tempted to mete out their own style of justice, but to ulti-  black and white. For example, the night is often fog-bound
                                                                  and full of shadows rather than clear. This mood implies












































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             Chapter 8- STORYTELLING
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