On
the Art of Being a Storyteller
These are my thoughts on how storytelling (or GMing, or Tinyplotting) should be
on a MUSH. And my thoughts on how it is.
A
Plot Begins With A Situation, Not A Script.
The Storyteller’s job is to present that situation,
then sit back and see what the players do with it. A good outline works out what the backstory of the situation is, who the major NPC players
are and what they want out of the situation, and a good deal about why this is
happening. That way, when players start
digging into the situation, your notes are directly at hand. The situation will inevitably change
depending on who sits up and takes notice and who decides to try to do
something about the situation. A good
plot almost never dictates who that has to be.
I say almost, because there are always exceptions.
The Storyteller watches. The Storyteller looks to see how Our Hero
brings in Other Heroes and Party Members.
The Storyteller takes note of how Our Hero has conversations with people
who might help. If there are PC villains
on the game, the Storyteller takes notes of what the Villain notices about the
situation and how they might want to take advantage of it. The Storyteller does this by staying in play
through their characters. The
Storyteller then follows these actions to their reasonable and natural
conclusion.
A true Storyteller can take player ideas and “wouldn’t
it be cools” and strange, off the wall, “that could work” ideas and uses them
to craft an even richer story, without getting derailed at all. The Storyteller is not afraid to have
conversations OOCly about her plot, because she knows
she might get the brainstorm she needs to make it truly awesome and satisfy the
players the best. She changes up her
outline accordingly, while staying always in control of the situation, and working
the situation towards its inevitable conclusion.
Examples
From Plots on Hogwarts Express:
1. During
the Dementor's Castle, Selene and Dolph
decided that talking to the centaurs about the movements in the stars might be
a good idea. This worked in an entire centaur angle, wherein I borrowed Hagrid so they could speak to Firenze. This was born, not
out of my outline, but out of their response to the IC situation I had already
tossed their way. I had never actively
planned for centaurs to be at all central to the plot.
2. During
the Odyssey Plot, Jabari
told me very frankly he was losing touch with Jabari
as a character. He wanted to do something to build off of, and we discussed his
father as an angle. The entire Sulmahn angle of the
plot was built around that, worked in, flowing naturally off the other
situations.
3. During
the Realm Plot, Oceania told me it
might be interesting if the players had to fix the Ivory Gate on the other
side. I looked around and noticed all these continuing story dream subsets,
including some I was running -- and glomped them
together into the Realm so that the angle could be added.
Telling
A Good Story Goes Beyond Entertainment
This is not a new idea. It’s just that roleplay
is a new medium and MUSHing even newer. But a really ambitious story can create
things which the players take with them forever. It can present a new way of looking at the
world. It can present a new way of
understanding things, or a way of delving into real issues. It can even point the way to God. It can be so much more than a game of Cops
and Robbers played out on a computer screen.
It doesn’t have to be, but it can be. If you can create a theme for your plot, if
you can breathe some life into it, or some larger questions, then you’re ahead
of the game in making your plot more memorable.
It also helps you to make things less about looking cool (for you and
the players) and more about finding one’s way through the story to see what
happens on the other side. Everyone will
come away with something different.
Everybody will see it from their own perspective. But that’s one of the joys, one of the
magical things, about this interactive storytelling forum.
If you’re aware of this, if you respect it, you can
make your evening’s entertainment literally take someone’s breath away. You’ll unconsciously start repeating images
and symbolism and choosing words which ask those questions and set those
moods. You won’t get up on a soap
box. Maybe you won’t even consciously
choose your theme. But it will all come
if you stay aware of the fact that a story is more than a story.
You
Can Lead A Horse To Water…
And so forth, and so on. Your job as a Storyteller is to be fair to
everyone. Inevitably, though, there is
going to be one player that shows up again, and again, and again. And you’re going to get yelled at on account
of that player, especially if that player doesn’t like someone’s character and
doesn’t invite them to the Valley of
the Shrieking Stars.
Thing is, these players involve themselves. They’re
easy to run for. They are the ones
paging you about the creepy NPC, wanting to find out more at the library,
asking you questions. Your job is to
provide the answers. Your job may be to
train players who don’t know they can do these things into doing them. Don’t ever write a plot that revolves around
one person, cause that’s the person who is going to
have RL explode. That said,
don’t be afraid to reward the players who stay proactive.
A good Storyteller DOES try for what I call “concentric
circles of involvement.” That is taking
advantage of opportunities to involve more people when you see them, not being
afraid to follow the muse or a weird plothook when
the urge strikes, and providing reasons for why one player has to go seek out
another PC who has a different specialty than they do, forcing that PC to involve
still more PCs, and so forth and so on until you have the widest possible
circle of people playing in your plot.
And because you don’t always know
who will step up to the plate or show up, you can’t script your story. It just doesn’t work.
You
Can Use Your Chars. It’s Ok.
I’ve found if I don’t let myself play at least a
little I get really, really tired and bored.
It is not fun to be nobody but the NPCs all the time, no matter how much
I love running the game. So you have to
provide yourself those little breaks.
However, you can’t make yourself the hero for the most part. There is, however, a smart way to do this.
Make them a good source
of information, or allow them to contribute information that would be a pain in
the ass for other PCs to go mess with.
Examples
from Hogwarts Express Plots
1.
In the Dementor's Castle,
I wanted to make sure people understood what the Dementor's
Ring could do. I didn't want any of my characters to figure it out, but I knew
my character Donelle had some knowledge that could
help. I kept having her say, over and over again, "Well onyx in artificing is only used from some specific types of
things..." until someone caught on. I was able to get her involved and
bring her expertise to bear, without making her the hero. Similarly, I had
Adelaide go ahead and notice and bring together all the people who were talking
about the Castle. Not to spotlight her. But because as plot coordinator she had
a natural role and character to do this (a very observant, passionate older
trainee who was more than willing to stick her neck out to do this).
2.
In several of my plots, I’ve had the need to make
financial realities of a situation clear.
Clearly, no PC really wanted to sit down and go through financial
records as RP. But having Adelaide do that, and then report her findings to the
other PCs, proved very useful.
3. In
the Dream Plot, I went ahead and let Donelle get a position that gave her, as part of the
position's abilities, a great deal of the history, rules, and protocol of the Dreaming,
so she could pass it on to other PCs. And her current position made it very
easy for me to send people out on scenes and quests. Between “Go do this for me,” “Help save me,”
and “Info-Dumps,” she was very involved, but she was not the hero of the plot.
PC
fulfillment before NPC Showcasing
This really only comes
up in MU*s with a heavy canon with powerful NPCs where one has to sit there and
explain why they don’t show up and deal with the problem, even if they never
did in the books, either. This further
gets sticky when some player or admin has a favorite NPC, and they want to
safeguard that NPC’s reactions or reputation.
Yeah,
in a Harry Potter world, we've
got Voldemort and Dumbledore, and yeah, they'd
probably take an interest in what's going on. But often in my opinion they are
off distracting each other from the main action, because I want the PCs to
solve the problem. Not for Big D, cool as he is, to come wave his magic wand of
Bad Ass Hero and solve it for the players. So. V &
D cancel each other out. If Player A and B need a situation to develop their
characters or bring something about they'd really like to see happen (and SO
many of my plots grow out of 'it would be so cool, Rane,
if my character got to ____) then this is more important to me than anything
the NPCs can contribute.
So if someone needs to
go kill the traitor to Voldemort, it is not necessary
to bust out the Voldemort NPC to go do it. It’s necessary to have Voldemort
dispatch the PC lieutenant and let THEM do it.
Be
Respectful of Player Enjoyment
My greatest joy is when
players page me and tell me what a good time they're having. My biggest passion
is providing them an experience. This is my passion. These players could be out
doing anything. They could be reading. Watching a movie.
They could be playing tennis or on a date or swimming or opening a small business.
And instead they are on our games, looking for entertainment. So what a small thing, when they ask for something reasonable, to
accommodate them. If they aren't asking for something ridiculous, if
they're asking for something the story can accommodate and beautifully -- as
opposed to ha ha ha i'm a noob an' i wanna be the werewolf couzin of harry potter and i want
to kill voldemort -- if it’s as reasonable as:
"I really really want to be the one to nail that
guy"...
I feel that can be done, and should be done. This is a cooperative effort,
after all. A story told by not one, not two, but at times upwards of 30 or even
90 or 100 people.
Impressionist
Canon
"IT WASN'T IN THE
BOOKS!" or "THAT WAS IN THE BOOKS," so you can't possibly run
it! "Canonically, yadayadayada..."
Spare me man. Yes, you want to keep it to cannon. You want people to be able to
understand what the hell is going on when they log on. But lets not get so stifled that we can't tell the story.
My rule of thumb is that, if you take the source material and could sit down
and from the source material, extrapolate that something COULD BE POSSIBLE then
you can include it. Now I KNOW others have different opinions on that, but
that's where I'm coming from. There's a whole world out there that JKR doesn't
have time to showcase.
And I feel cannon adjustments can be made when it fosters RP. Ok, so probably
every Auror maybe didn't have a mirror in canon.
We're not sure. I've heard arguements about it. And
mirrors are POSSIBLY not the JKR equivalent to a cellphone,
even though we play them that way. But BOY is it nice for getting lots of
people involved when I can just whip out my mirror and Dial-A-Player. "In
the books most of the Order of the Phoneix was
slaughtered!" Whoopie, man. JKR doesn't have to make anyone happy but her
publisher and her multitude of fans, and she can slaughter a bunch of
"NPCs" in the background history. Us, we have 18 OTP players who
would probably enjoy keeping their characters, so we work with that. MUSHing is different than writing a book, and god alive someday someone's going to freaking get that.
"Realistically" and "canonically" Slytherin
and Gryffindor are NOT FRIENDS. But if Sue Slytherine
and Joe Gryffador log on and they're the only two
people on, having their characters meet at the Grand Hall, strike up a
conversation, and become friends is a hell of a lot more productive to the MUSH
than: "Why would Sue talk to YOU, you stupid Gryffindor?" And yeah,
rivalries are fun, but look at Draco and Harry. Most of their interactions took
less than 5 minutes -- not always condusive to
continuing RP. Realistically, the characters at Hogwarts wouldn't have the kind
of free time they're always RPing having, to
form friendships out of their House. But somehow we manage that with a minimum
of whinging.
Mix
‘Em Up.
As a Storyteller, one
of your major aims is to get characters to meet and form some kind of
relationship that they would not have had before. Why? Because this is what will continue the RP and
keep your game alive when you’re sitting there gasping for breath because you
just can’t take it anymore. You want to
do your own RP now, you’ve been providing heavy duty story for the past 7
months and if you have to GM one…more…thing…you’re going to lose it.
If your
MUSH consists of character A, B, C, and D. And A lives in the North, B in the
South, C in the East and D in the West, then my aim, as Admin E, is to provide
them a situation that gets them to the centre of the compass --
So that while the center of the compass is being a Sitch,
A and D become friends, C and A become lovers, D and B become rivals, B and C
discover they're cousins, and oh--they go recruit F,
G, H, I and J to come play too, and go inhabit those previously inhabited by 1
character areas of the map.
So yeah. I'm TRYING to throw the barhop in with the Auror, the healer in with the student, the reporter in with
the sleezeball, the dark wizard in with the Head of
Human Resources. To see what will happen. Because it’s about the characters,
and interpersonal and personal development ENDURES more than the 'gun to the
back of your head situations' that I put forth.