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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Make Games Your Own

Always make your games your own.

I was trying to convince my sibling to play Blades in the Dark with me, and kept running into a wall. They just didn’t want to—more than that, they said it felt icky. I, like a good little sibling, kept poking at them until truth poured out.

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Gamer Typology a la Robin Laws

We’ve been talking a lot about improvisation and working with your players, but we haven’t given you nearly enough background for the topic.  There’s a book that I found years ago called Robin’s Laws of Good Game Mastering, and I lend or recommend it to every one of my friends who asks me for tips on how to be a good storyteller.  I like it so much that when I started looking through my old copy again while I was starting this article, I had to stop myself from simply quoting the book word for word.  It’s more than just a good place to start; the book has an impressively down-to-earth approach that will give you a basis for campaign and adventure design, for preparing easy improvisation, and for reading and managing your gaming group’s social (and problem solving) dynamics.  It also offers a very simple gamer typology that should allow you to identify what drives you and your players and what rewards them most in the realm of RPGs.  If you’re interested in gaming or in group dynamics, I couldn’t recommend a better read.

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How I Run a Game

Much like with Jason’s article, this is not meant to be an exhaustive discussion of how to run a game.  It also isn’t meant to be prescriptive.  Like it says on the tin, I want to share with you how I go about running games these days.  Curious about success through brainstorming and improvisation?  Keep reading.

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