Teaching storytellers: recipes, ingredients, how to cook

How do you go from “Running a game of D&D sounds fun” to “I have some idea of what to do”?

You could do what I did: play enough RPGs at an early enough age that you don’t remember  feeling daunted by or awkward about the transition from playing to running games. I figured running games was just what you were supposed to do. I paid attention to how my siblings ran games, and I tried to replicate that.

That obviously won’t work for most people. They could try the adult version, playing lots of games run by other people until they have some idea of what to do themselves, but what if they don’t have a good play group? What if they want more tools?

What other entry points can we (the RPG community) offer? What resources and pitfalls should we and new storytellers be aware of?

When I think about resources and pitfalls here, I think of ingredients and recipes. Roleplaying game materials are strong on ingredients; RPG books often include lots of “what” and “who” and even “where” to use in your stories. But these materials are often weak on recipes, and they certainly don’t teach you how to cook; they don’t offer much “why” or even “how”.

Without understanding the “why” and “how,” what is a would-be storyteller to do? How can we help new storytellers learn the why’s and how’s of the art of storytelling?

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Why you tilt the camera, Spider-Noir, 6/4/26

I’ve been enjoying watching Spider-Noir with Ley.

I was adamant that we should watch in black and white. Ley was willing to follow my lead. After finishing the first episode we spoke again about whether the show would look as good in color, and they said “No, it’s art.”

It’s not hard to find people who agree with this position online. I happen to think it’s the right one. I’d heard that the show was filmed with black and white in mind, and that seems obvious to me on watching it.

I wanted to be sure, though. I went through different scenes, rewatching them in color. I admit, the color version looks good too! Working in black and white obviously has a cost; I kind of like knowing that Robbie is wearing warm and punchy reddish hues in episode one, and I wouldn’t have known that without going back to check the color version.

But the black and white version sings. Yes, the color version looks good, but it’s a different kind of good—and I’d argue that the color version isn’t the right kind of good for this show. The team that made Spider-Noir knew what they were doing when they shot for black and white. 

That raises some questions though. Clearly, reality isn’t black and white. The filmmakers aren’t working with purely black and white source material. How then are they getting such incredible results?

Like Ley said, it’s art. It’s art, and a lesson in the importance of knowing one’s craft and intended genre. How can we apply that lesson beyond film?

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Does your game need more carrots?

The carrot is more effective than the stick. That’s especially true when running a game. In fact, failing to give your players enough carrots might cause them to lose interest and stop playing. But what makes a good carrot?

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Goofs vs Feels: The Emotional Tenor Of Your Game

You’ve all made your PCs. You’re all ready to dig into a big game. This time, you think, the game will be serious and deep, full of emotional complexity and resonance. And then someone makes a bunch of fart sounds, Boblin the Goblin is the only recurring non-player character and he’s obviously a joke, and your biggest emotional payoff is a PC’s binge-drinking celebration of their big gambling win.

You want a serious game full of big feels. You get a goofy game full of jokes and idiocy. The heartfelt depth and emotional bleed you came here for are nowhere in sight. Why? And how can you change that?

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Authorial Power in RPGs, quick thoughts

There are many ways to play TTRPGs. As long as you’re all having fun you’re doing it right.

It’s easy, however, to stumble over one’s assumptions. Mismatched assumptions about creative control, who’s taking narrative initiative, and what to expect in play are a quick way to sour your fun.

This is a tangent from the “social skills of storytelling” series, working from two inspirations:

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Building Consent (in RPGs)

Consent is vitally important to RPGs (especially horror RPGs), yet is often taken for granted. Often, consent’s building blocks—trust, plus shared social expectations, desires, and goals—are only analyzed after something has gone wrong and the illusion of agreement is broken. I don’t think anyone needs to constantly check for consent at every new moment in their games, but you can save yourself some anguish if you establish those building blocks before playing.

Why do I think consent is so important in RPGs?

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The Social Skills of Storytelling

I write a lot on this blog about the social skills involved in being a storyteller, because I think many of our RPG books ignore the topic. What’s more, many RPG-related blogs and YouTube channels that I admire share advice about the mechanics and structure of RPG systems… but don’t cover the social dynamics. It seems like a collective blindspot. We assume that people will know what they’re doing, or that they’ll muddle along well enough.

Some of this has changed since I started running TTRPGs about 30 years ago. Many RPG books now include the basics of safety mechanics like lines and veils, the X-card, etc. But there isn’t much on how to find consensus or foster buy-in amongst your players. You have to learn the tricky art of building agreement and engagement in your own gaming group with few pointers and little advice.

On the one hand, I get it. I think the arguments run something like the following:

There’s so much variation in social expectations between gaming groups that no system could truly be one-size-fits-all. Those interpersonal connections are outside the scope of a roleplaying game. People should figure out what works for them, and do that.

But on the other hand, those arguments are an avoidant pile of crap.

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World Building: Starting Skills

I was talking with a friend of mine recently about worldbuilding and how to teach the skill, and I realized that I’m not sure where to start.

I think my perspective is warped. I’ve been making up worlds for stories and games for so long, the whole process has become second nature. I haven’t consciously examined the process of worldbuilding in a long time.

Given that I’m planning to run a class for people who want to be DMs (or GMs, or storytellers, or whatever the hell you want to call the person running your roleplaying game), I think I need a clearer approach. I do have some ideas.

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No more bland-aids: make your Clerics interesting

Hot take: clerics in D&D 5e feel like the blandest superheroes. Without a clear relationship with a greater power or a faith, it’s easy for them to float in the narrative void like a cornucopia of bandaids. The solution lies in placing more expectations on them, constraining them, and giving them a deeper connection with the story’s world and whatever they serve.

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Game system flavor & optional rules

This is pulled from a conversation I had recently about optional rules.

Rules combine to make systems, and systems create flavor by shaping the permissible and supported space of a game. Any skillful or willful group of players (the storyteller is a player too) can play outside the rules of the game system they’re using—that’s normal!—but that play isn’t supported by the system, and it isn’t part of the flavor the system creates.

Optional rules are opportunities…

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