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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D&D 5e’s alignment trap

The 5e alignment system is a useful shorthand and a misleading trap. The Outer Planes as presented in the 2014 Player’s Handbook and Dungeon Master’s Guide only make the alignment system’s problems worse. The perfect overlap between alignments and planes—and the total lack of alternative Outer Planes—reinforces the alignment system’s worst inclinations: easy stereotyping, reductionist thinking, and a restriction of creative possibilities.

So what the heck are you supposed to do?

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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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5e is wrong about Charisma

Hot take: D&D 5e gets Charisma dead wrong. 5e only acknowledges a tiny slice of the greater whole: Charisma isn’t about being likable, it’s about being compelling. It’s about being a metaphysical Mack truck on a highway full of smart cars.

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D&D & Disease (in 5e)

There are a lot of topics that D&D isn’t ready-made to explore. As best as I can tell, disease (chronic or acute) is one of them.

This line of thought came up for me while talking with my sib about dangerous encounters in a weird fantasy / sci-fi / horror adventure campaign I’m running for some friends. It’s a roughly post-apocalyptic setting, based in The Hub, in which the apocalypse(s) in question took place a variable amount of time ago and in different fashions, depending on where the PCs explore. Some of the perils the PCs face include radiological disasters, and radioactive environments or threats.

My sib, naturally, asked what I’d done on the topic of cancer.

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World Building: Making The Outer Planes Better

500px-Outer_planes

Once again, I find myself investigating the cosmological background of the setting I’ve most recently created.  I was reading through the Dungeon Master’s Guide again, reading the section on planes near the beginning, and I’m in that usual place: somewhere between excited and miffed.  Fortunately, it’s easy enough to change the things that haven’t excited me.

I’m comfortable, for the most part, with the material the DMG offers on things like the Astral and Ethereal planes.  I’m more okay with the DMG’s ideas for the Shadowfell, the Feywild, and the various elemental planes.  I’m not very happy about their ideas for the Outer Planes.  I have some rewriting to do; let me tell you why.

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World Building: The Hells of Errant Souls

Botticellismapofdantesinferno

Hell, courtesy of Dante.

Last time I kept mentioning someone that I decided to call the Most Powerful Devil (MPD), without ever going any further into who or what that was.  But I’ve come up with more background for them since then, and in so doing I’ve also come up with more details for the game-world as a whole.

So, today I have a stupidly simple calendar (though I haven’t yet bothered to give the months names), I have a better idea of what the afterlife looks like (I’ve totally tossed out the basic alignment-based fare in favor of something a bit more complex), and I have a name and backstory for the Most Powerful Devil.  I think you’ll like this stuff. Continue reading →