Page 195 - World of Darkness
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Their purpose is to get the players going, to make the play-  • Work Things out in Advance: Every
                  ers’ characters act. Supporting cast members are the best  erg of effort you spend preparing saves you 10
                  tools for shifting the pace of events. If things are slow, the  ergs of desperation during an actual game. If you
                  arrival of a new character can perk things up. If things are  know in advance what’s in a place, or what mo-
                  too complicated, a character’s sudden departure can cre-  tivates an important character, you pay more
                  ate the space players need to figure out their next step.  attention to describing what you know instead of
                      In the end, don’t sweat over pacing. Just play it by  making things up on the spot.
                  instinct.                                              • Story First, Rules Second: Rules are
                                                                      tools. Use them, but don’t let them trap you. If
                  Coaxing Performances                                you make the odd change here or there to en-
                      Some players are more outgoing than others. These  courage the flow of the story, no one will notice
                  types tend to overpower the game and hog the limelight.  (or at least care).
                  Sometimes this is a good thing, especially if such indi-  • Description, Dialogue and Action:
                  viduals are entertaining, enlightening or liked by all. They  Intense, well-imagined description creates a sense
                  might just provide the axle around which the wheel of  of immediacy. It makes people pay attention to
                  the other characters spins; they’re the focus and spur for  the story. Interesting, consistent, frequent ac-
                  all actions.                                        tion keeps them interested. Hook them by mak-
                      But if one player doesn’t do a good job of it, the Sto-  ing it feel real. Reel them in by making them want
                  ryteller needs to step in and drag others on stage, even if  to know how things turn out.
                  it means forcing the roleplaying hog off for a while. Some  • Avoid Stereotypes: Perfect examples of
                  players are very quiet and nervous, and don’t like to ex-  type are rare. People who try to fit into a stereo-
                  press themselves often. That’s okay; try to recognize  type usually do so to cover up some secret inse-
                  whether or not they still enjoy the game. Maybe they like  curity, and may not be able to carry it off on
                  it that way, and simply prefer to watch others and be a  close examination. People who naturally tend
                  part of the whole zoo. Don’t drag them on stage if they  toward stereotypes often rebel against being just
                  don’t want to go. At least, don’t do it too often.  like everyone else, and may go to great lengths
                      The players are in a sense the actors in a Storytelling  to show that they’re unique.
                  play, and you’re the director. It’s your job to coax the best  • Be Fair to Your Setting: If the players
                  performance possible out of your actors, whether they’re  work hard and make smart decisions, their char-
                  prima donnas or wallflowers.                        acters’ success must be in proportion to the
                                                                      challenges faced or the players will feel cheated.
                                                                      Conversely, don’t reward characters if they don’t
                                                                      earn it or the reward will be hollow.
                   The 10 Commandments                                   • Don’t Tell Them Everything: Much of
                                                                      the challenge of a game is in the mystery, the
                         • Involve Players Whenever Possible:         parts of the story that you hold back for the
                      Incorporate their ideas and backgrounds into    players and their characters to discover on their
                      your city and chronicle. Doing so interests them  own.
                      immediately, gives them a voice in your story, and  • Don’t Abuse Your Power: Remember
                      can go a long way toward forestalling unpleasant  that you’re there to provide entertainment for
                      surprises. The players’ characters should be the  the players, as well as for yourself. Respect your
                      most important — though not necessarily the     control over their characters. You both initiate
                      most powerful — ones in your chronicle. It’s    and arbitrate events. Use your power to pro-
                      well worth your time to work with players to    long the story, not to force your friends to play
                      develop their characters, even between game     out your vision of how their characters should
                      sessions.                                       act.
                         • Be Aware of Players’ Expectations:            • Don’t Panic: If the players pull the rug
                      Giving players the general kind of challenge they  out from under you, don’t be afraid to call a break
                      want is a good thing. Being predictable is not. If  and take some time to collect your thoughts. It
                      the characters think vampires are sleek, power-  may happen a lot at first, but after a while you’ll
                      ful predators, you can change it up on them by  be able to handle anything they throw at you.
                      presenting one of the recently undead who’s psy-
                      chologically co-dependent on his living girlfriend.
                      Or you can introduce a vampire with little
                      brainpower and impulse control, but with lots  Advanced Techniques — Time
                      of wicked powers. Or something that looks like  There are a number of special Storytelling tools avail-
                      a vampire but that’s really a creature of a differ-  able to you, some of them best used once you’re comfort-
                      ent kind entirely.                          able with the dynamics of telling a collaborative story with


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             Chapter 8- STORYTELLING
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