Page 108 - Chronicles of Darkness
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on a character concept that will be too difficult for the other   Providing Regalia: Having character portraits, maps of
            characters to deal with. Other times, it will mean backing off  the city, journal entries, and physical representations of clues
            on a concept that makes the other players uncomfortable.  or puzzles can do a lot for a game, and providing regalia is
            Typically, the final say as to what does and doesn’t fit at  some next-level Storytelling if you’re not used to it. Printouts,
            the table is in the hands of a central Storyteller. However,  fake newspaper articles, and so on can be exciting and provide
            as a shared responsibility, consider a blind vote or an open  additional sensory input. However, this doesn’t have to fall
            discussion if any characters seem like they’d be more disrup-  entirely on a single Storyteller, especially if players are sharing
            tive than challenging. Destroying the themes and vibe of a  storylines or managing Storyteller characters. If you bring
            game, and making players uncomfortable out of character,  a real puzzle box to a game session and put it on the table,
            is not actually subversive; everyone needs to work together  simply saying, “Let me know if you manage to open that out
            to find better ways to create in-game disquiet and make the  of character,” then, one way or another, players will find a
            game interesting.                                way to bring that puzzle box into the game’s story.
               Cheerlead for the Player Characters: Too often, having a
            separate and authoritative singular game master role creates   Spines
            an assumption that a Storyteller is somehow the enemy of
            the characters, and the antagonist of the players. In fact, any   What holds your scene upright? What gives you the frame
            player acting as a Storyteller should be the characters’ biggest   and basic shape on which to hang the moments of roleplay,
            fan. This position doesn’t mean characters should always get   action, and exploration? What makes up the skeleton of your
            what they want and never have anything bad happen to them.   chronicle, which holds the meat and muscle of your stories?
            On the contrary, if the Storyteller is the number-one fan of   Simply put, it’s your scene framing. The scenes them-
            these characters, she wants to see the characters challenged so   selves, how they play out, and what your characters do is the
            they can grow. Since character growth is tied to Conditions   meat and skin and connective tissue, but how you frame
            and Beats, for them to grow they must be put in difficult situ-  scenes helps to hold the rest of that up. Weak scene framing
            ations. Think of challenging these characters, on some level,   means that the meat of your story hangs limp and feels dis-
            as nurturing them rather than attempting to destroy them.  connected from moment to moment. With a strong, flexible,
               Storyteller Character Management: Depending on how   healthy spine, though, you can build and grow your chronicle.
            you develop your chronicle, whether you use a chronicle   Pitching the Scene: First, you need to pitch the scene to
            starter like Missing Person, below, or find some other way   the table. “Pitching” makes it sound like you’re giving players
            to populate your chronicle, you will have characters that are   the choice of which scenes to follow through and what they
            not player characters. These are characters with dim spot-  want to explore next. That’s correct, and in fact, whenever
            lights, whose agency is often focused on propping up the   possible, invite players to pitch scenes when you’re stalled or
            player characters’ stories. If the group is sharing Storytelling   they’re brimming with ideas. To pitch, you want to suggest a
            responsibilities, Storyteller characters may be left up for grabs,   place, a storyline to follow, Storyteller characters who can be
            letting any player bring them into play in a specific scene.   involved or at least sought out, and which player characters
            In that case, any secrets they hold or motivations they have   should be in the scene to begin with. Once everyone agrees
            should be on the table, though not abused as out-of-character   on the basics, you can start outlining the scene in a little
            knowledge. The best way to reflect these open secrets and   more detail.
            keep the characters consistent is to give them Aspirations,   Central Conflict or Theme: This is optional, but it’s a
            so if a player is temporarily taking control, they get a better   helpful step you can use whenever possible. As well as de-
            idea of how to motivate the character. Even if a group is   scribing the who, what, and where of a scene, you can also
            using a single, dedicated Storyteller, she might assign some   frame it in terms of why. You can do this directly by saying
            players Storyteller characters as side characters to manage   something like “think in terms of lust and envy here,” or you
            and motivate, which can help keep the world feeling alive   can do it subtly through your descriptions, music you play
            and populated.                                   lightly in the background, or other symbolic representations
               Storylines: As mentioned before, a single Storyteller can   of the vibe you’re trying to create. It’s a great idea to quickly
            hold all the secrets and present all of the challenges in a   jot down what everyone wants from the scene, perhaps related
            storyline to considerable success. Conversely, these storylines   to their Aspirations, and check in at the end of the scene to
            can be broken up between any number of players or left as   figure out who got what they wanted and who didn’t. What
            open plot kits that any player can pick up and use at any time.   will that mean for the next scene?
               Scene Framing: You can read more on scene framing later   Lights and Camera: Set your scene. If you know where,
            in this chapter. Storytellers are often handed all the respon-  who, and maybe a few other things, you can dress your scene
            sibility when it comes to “Where do we go next?” and even   with a few key details to suit the theme and mood. Describe
            “What do we see?” Of course, pitching scenes can be put on   it like the blurb in a screenplay if you like, with camera angles
            rotation, with players taking turns deciding not just where   and lighting suggestions. Players eat these details up. The idea
            the story should move next physically, but tagging which   is that the physical aspects of a scene should never be left
            storylines they want to follow up on or which characters’   as a blank, white room. There is no such thing as a blank,
            struggles they want to explore next.             white room, unless characters are literally in a blank, white
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                                     invisible hands-storytelling responsibilities
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