Storyteller's Resource

General Advice

�Describe well, but not to long. In Storytelling, balance is everything. Over-describing causes the players to lose interest.

�Having a good grasp of theme, mood, concept, and setting allows you to evoke and build up emotions that you want. I know, controlling someone's emotions is mean, but in RPGs, it is essential.

�Theme is, in White Wolf's terms, 'A question that the story poses but does not answer.' Essentially, the theme is answered by each player individually. They make what they will of the story.

�Concept is theme, only converted into sensory input. It helps with designing the setting, and the mood.

� Mood is(are) the emotion(s) that the story, plot, setting, and whatnot evoke in the players. It can be hard to set up a good mood, but if you can, you're probably on the right track.

�Hint for Storytellers: Use mood as a jump point. Find the emotions you want for your players, and figure out what would make you feel that way. Believe me, it helps.

�In games like Werewolf, Vampire, Mage, Hunter, etc. mood is essential. If you don't get it, don't try to DM World of Darkness games.

�Crossovers are BAD IDEAS. At least, they are in my experience. One of my friends recently tried to run a Werewolf/Mage combo game. It turned out to be the worst failure since the last adventure he ran, where he ended the world four sessions into the Game. THIS IS A VERY BAD IDEA.

�Memo on Music: if it doesn't fit the theme, don't use it. If it doesn't fit the scene, don't use it. Don't overdo it, either. Sometimes you will get a very good idea for what music to use when, and if you do, it's generally best to listen to those little, non-drug inspired voices, and use the idea.

�Note for DMs: if you are running for an unfamiliar group, don't use a storyteller screen. It will do more harm than good.

�Note for all DMs: don't be afraid to unleash that seldom-used dramatic streak that almost everyone has, buried somewhere deep inside them. I am currently coping with this, and it is an absolute PAIN. Trust me. Even though I am the guy you don't know who made this website.

�Keep things both consistant and realistic. When you lapse off in realism, the game is nowhere near as convincing. For instance, if the police force has Apache gunships, and the players hijack a helicopter, the logical move(in such an insane situation) it to have the cops chase them in the gunships.Note: This actually happened in one game I played in. Only the DM didn't have us chased down by the cops.

�New DMs: all of the above apply. Don't try to be perfect. You will burn yourself out in trying, and, as such, you won't succeed. In fact, you will fail miserably.

�Courage is and important attribute for DMs or Storytellers. If you feel that your group will laugh at you if you say something geeky, even at the expense of the game, GROW THE HELL UP! Sorry, but there is no way to put it nicely. This is the only good way to put it. That kind of fear is not realistic, and, if they actually DO, then you need some different players.

�ALWAYS get player input after a game, finding out how you can improve, and how you screwed up. Be careful how you word your question. If you did a really bad job, it will be easier for the players to tell you what you need to improve on, rather than how you screwed up. THis also allows you to craft your style to fit the players desires. This makes you job easier. Much, much easier.

�Last thing: NEVER fail to have fun. If you do, your game was the worst possible failure it can be. The purpose of storytelling is, first and foremost, to have fun, and telling a story is secondary.

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