So many of the stories we tell, so many of the stories we read, are about reluctant heroes and passive adventurers. But those character tropes are woefully misleading and destructive when it comes to driving collaborative story-telling. Characters like that work in fiction because the creators of that fiction spend a tremendous amount of time finding ways to force the characters into action. That’s time and effort that you don’t see or recognize when you look at the story as a consumer. It’s time and effort that can suck energy out of gaming groups.
This is about defying those tropes, and having fun while doing it.
You don’t sit down at a diner counter and demand that the waitstaff convince you to buy food; you’re there because you’re hungry. You picked that place because 1) you already know they have something you want, or 2) you want to try something they have.
Besides, insisting that waitstaff Continue reading