Page 194 - World of Darkness
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torical events can provide inspiration for current ones. head-banger’s ball? If the characters meet the local aristo-
Could, say, the Salem witch persecutions happen today? crat at the opera, play some opera music in the background.
• Literature and movies: We’re all inspired by other Even if nothing specifically musical is happening in
people’s stories, whether in fiction or movies. We read the story, mood music can lend a scene a sense of signifi-
Dracula and want to play a more modern version of that cance. Do the characters search the woods for clues to an
vampire lord’s tale. We see Princess Mononoke and won- occult crime? Play the soundtrack from Twin Peaks. Do
der what it would be like to witness nature spirits in our they heroically fight their way through an army of foes to
own neighborhoods. We read or watch The Lord of the rescue a loved one? Play the soundtrack from Conan the
Rings trilogy and want to play wizards. Stories feed on Barbarian.
themselves, sparking new ideas in readers, who tell their Don’t confine yourself to music, either. Sound effects
own stories, which in turn spark new ideas in a whole and nature recordings can build mood. Perhaps the search
new generation of readers. The key here is to let these through the woods is best accompanied by the sound of
sources inspire you to come up with your own fresh ideas, wind through the trees, or the trickling of a stream. Or a
not to rip them off in every detail. fight in gangland might best be evoked with industrial
• Games: Besides other roleplaying games, there are noises in the background. Sound effect CDs are readily
numerous PC, console and arcade games from which to available at most music stores.
gain inspiration. If you like running through a govern- To play music you of course need a CD or tape player.
ment laboratory while being stalked by extra-dimensional A small boom box is fine, but a full surround-sound stereo
aliens, then you might want to do something similar with system is divine.
your friends in a Storytelling game, but this time in an
environment all of your own creation. Props
Many players don’t use props, preferring to let their
The Gaming Environment imaginations fill in scenes. But props can be a fun way to
Where you game can be an important part of the ex- focus on certain aspects of a story. Candles or lanterns to
perience. Gathering around a table where the players can light an otherwise dark gaming room really set the stage
see each other and the Storyteller is the most common for spooky events. If the characters strive to find a rare
method — so common that it’s often underestimated. If artifact such as a sword, having a replica of it might give
you choose to scatter around a room in plush, comfy chairs weight to the quest.
with no central table on which to roll dice or display This can even be taken to truly theatrical extremes,
sketches of the story’s various settings (buildings, grave- in which players wear clothing suitable for their charac-
yards, sewers), don’t be surprised if the game becomes ters. The player with the surly punk character wears a torn-
unfocused and people are easily distracted by out-of-game up t-shirt and a beat-up leather jacket. The guy playing
discussions about movies or TV shows. A central table, the antiquated aristocrat wears an Edwardian suit, or even
whether round, square or rectangular, is the Storyteller’s a medieval cloak.
best ally in maintaining the players’ focus. A word of caution: If using candles or other flames,
Live-action roleplaying games don’t require a table. have a fire extinguisher handy. And never, ever swing a
They’re more freeform than the style of Storytelling rec- real — or even fake — sword or other weapon at another
ommended by this book. The Storyteller is not as central player. Leave the action to the imagination and use props
to a LARP, and the players are expected to bear more of to help evoke the images described by the Storyteller.
the burden of creating the story.
Regardless of whether you’re playing tabletop or live- Pacing
action, the environment in which you play is important. One of the hardest skills to master in Storytelling is a
Is the lighting sufficient? Is it too bright, making it hard good sense of pacing. The Storyteller’s got to now just
to imagine gloomy alleys and gas-lit rooms? Is the noise when to cut away from a scene and move time forward. If
level sufficient, or are the neighbors always running their he does it too soon, he might rob the game of some
leaf blower? Is it too hot or cold? All of these sorts of con- roleplaying scenes that will never take place. If he waits
siderations should be taken into account. Sometimes it’s too long, the game drags and everyone gets bored.
not possible to control every aspect of the environment, The best way to hone this skill is through perception.
but make do as best you can. Be sensitive to what the players try to achieve. If they
clearly enjoy their roleplaying banter, let it continue. But
Music if it only becomes an excuse for grandstanding, as one or a
Playing music during a game can greatly heighten the few players take over the game while others twiddle their
story’s mood. In fact, it’s probably the single best means to thumbs, shift the scene to one where everyone can par-
convey mood, even more so than relying on description ticipate.
or Storytelling characters’ behavior. Be alert and allow for sidetracks only as long as they
If the players’ characters go to a nightclub to make seem to promise good drama and don’t lead too far away
contact with an ally, play music appropriate to the club. Is from the main thrust of the story. Likewise, don’t let Sto-
it a rave, or maybe retro ‘80s night? Or is it a heavy metal ryteller characters spend too much time hogging scenes.
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HOW TO TELL STORIES

