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View Full Version : How Important Is "StoryTelling" In Your Campaigns?


SHARK
08-16-2007, 08:09 PM
Greetings!

In some recent threads over several boards, people--including Ryan Dancy--have discussed the salient importance of "Storytelling" in RPG's--and specifically D&D as a way for D&D to "survive". Others have stated that gaming, killing stuff and having fun is the main purpose--and that "storytelling" is a product of that, rather than a pusposeful goal.

What do you think of this?

Semper Fidelis,

SHARK

Pigs in Space
08-16-2007, 08:12 PM
Well it would vary betweeen gaming groups and players.

I have/had one player, and for him it was all about following rules and conformism, and ticking all the boxes. He didn't care about any of the story or the killing.

Most the rest of my group are totally into hack and slash, kill stuff and take it's gear.

I like the storytelling.

All aspects are as important as you want them to be.

Lisa Nadazdy
08-16-2007, 09:02 PM
I prefer storytelling, and fuck the rules when they get in the way of that.

Xavier Lang
08-17-2007, 08:57 AM
Well it would vary between gaming groups and players.


I agree with Coopers on this.

Storytelling is important in as important to a campaign as the players and person running it want it to be.
I enjoy a good hack and slash kill the monsters, take there stuff and gain new powers.
I enjoy a good mind bending political puzzle solving where its all gathering information, talking with people and trying not to put your foot in your mouth via your ass.
I enjoy a good world altering story.

I just want to know what we are going to be doing before we do it.

Space Cadet B^3
08-17-2007, 09:00 AM
Storytelling to me is paramount, but I had to give that up when I stopped gaming with Varaj and XL. They're both a part of some of the greatest games I've ever known.

The game I'm in now I have to come up with in-character ways to bitch at the others about being petty, stupid, and squabbling constantly.

Droid101
08-17-2007, 09:01 AM
Depends on the players mostly.

I like storytelling the most, but I've noticed my players just like to kill things and become powerful. I've pushed them in the direction of enjoying the story above everything else, however.

mollygrue
08-17-2007, 09:18 AM
Storytelling to me is paramount, but I had to give that up when I stopped gaming with Varaj and XL. They're both a part of some of the greatest games I've ever known.

The game I'm in now I have to come up with in-character ways to bitch at the others about being petty, stupid, and squabbling constantly.
are you folks familiar with "the storyteller's creed" ---

I BELIEVE THAT IMAGINATION IS STRONGER THAN KNOWLEDGE
I BELIEVE THAT MYTH IS MORE POTENT THAN HISTORY
I KNOW THAT DREAMS ARE MORE POWERFUL THAN FACTS
AND THAT HOPE ALWAYS TRIUMPHS OVER EXPERIENCE
LAUGHTER IS THE ONLY CURE FOR GRIEF
AND LOVE IS STRONGER THAN DEATH

there are several variations but you get the idea.
it is not refererring to your particular brand of story telling--but it seemed worth sharing

Iron Jenny Kidd
08-17-2007, 09:32 AM
I prefer storytelling, and fuck the rules when they get in the way of that.
Exactly. Playing, for me, is all about the story. My character cannot develop properly without it. When it comes time for leveling I take into account what we've been through and partially where we plan to go next. Now that may leave out some awesomely powerful shit that's available for my class, but it makes for a more interesting character.

Hubby runs my game and he's fubbed the rules a bit to make our character development and storyline run smoother.

Limper
08-17-2007, 09:32 AM
I don't want to tell a story I want to build one with my friends.

Black Angel
08-17-2007, 09:53 AM
I haven't properly gamed for a good few years, however the best campaign I played was when we rotated DM's every few character levels, and grew our characters from 1st all the way to around 18th level or so. What made it great for me was the story-telling from some of the DMs that tied us all together. Unfortunately it was a couple of those that didn't like the story-telling side of things that really killed it for me ---> Fantasy=win. Stats=boring.

Harry
08-17-2007, 10:20 AM
I don't want to tell a story I want to build one with my friends.

Good answer. I was trying to put words to my thoughts, and there they are.

cnath.rm
08-17-2007, 10:38 AM
I don't want to tell a story I want to build one with my friends.
Good answer. I was trying to put words to my thoughts, and there they are.
Hell yeah! If a story develops during the game, I'm going to enjoy it. However I'm there for an adventure. There is also a whole lot of baggage attached to the phrase StoryTelling games.

shabois
08-18-2007, 08:48 PM
I think you need a mix of storytelling and action. They work hand in hand. You have to craft a compelling story as a foundation for your players and then have them enhance the story by developing their characters and driving the plot and action.

Varaj
08-19-2007, 04:58 AM
I don't want to tell a story I want to build one with my friends.

:confused: I thought that is what story telling was? I don't read gaming forums so I'm probably missing some long ranging debate.
I like games with a good story that gets built between players and GM. I like a good tactical combat game. So I guess I like them both.

What I don't like is a game where I feel like I'm just rolling dice in a GMs story. I stopped playing with a specific GM because I honestly felt like the pcs had no impact on the storyline.

Dacke
08-19-2007, 07:04 AM
:confused: I thought that is what story telling was? I don't read gaming forums so I'm probably missing some long ranging debate.
Some variants of "storytelling" RPGs tend to focus more on the GM telling a story and the PCs being along for the ride.

Dr_Avalanche
08-19-2007, 08:32 AM
Some variants of "storytelling" RPGs tend to focus more on the GM telling a story and the PCs being along for the ride.

It's the case with all role playing games that has a game master. Any influence the GM has over the story is influence the players doesn't have, that's inevitable. How much is in who's hands varies, but it's hardly a feature particularly for "story telling games" - I'm quite sure the term railroading didn't come from those games.

FWIW I agree that story building is a much more accurate term than story telling, but it's not nearly as evocative.

Maddman
08-19-2007, 11:24 PM
It's the case with all role playing games that has a game master. Any influence the GM has over the story is influence the players doesn't have, that's inevitable. How much is in who's hands varies, but it's hardly a feature particularly for "story telling games" - I'm quite sure the term railroading didn't come from those games.

FWIW I agree that story building is a much more accurate term than story telling, but it's not nearly as evocative.

I've been using the term 'story-creating gaming', but I'm also specifically talking about using story structure in a game session to improve the experience. Most gamers on the internet still assume you're talking about railroading though.

SHARK, your initial question is biased an unfair - is having a story and plot more important than killing stuff and having fun? You're assuming that killing stuff is fun and having a story and plot are not. Of course everyone wants to have fun, that's the whole point. I don't push story structure because I think its my duty or anything, I do it because it makes my games more enjoyable.

SHARK
08-19-2007, 11:42 PM
Greetings!

Hey there Maddman! Well, I think "storytelling" is fine. I honestly think a lot of people think way too hard about a lot of this stuff, as far as getting all frothy at the mouth about it--(Pundit, anyone?)--as well as others, I suppose. I always have stories in my games. However, I structure it loosely, so that the players can shape the story in whatever direction they want--and in the process of this--a story is created, as opposed to me *imposing* some kind of preconcieved story on the players.

I have to admit, even in the same group, I have some players that go after any kind of story-arc that I present like it was a chocolate truffle! Meanwhile, other players of mine, are definitely in the hack and slash action mode, and their interest in *story* is limited to who is the badass in the other town that is talking shit about them; or what did that Hobgoblin chieftain do? "That fucker's goin' *down*!!!!" and does the pretty girl at the Bright Dragon like them? As well as how fucking cool is their longsword, and they want to know if their warhorse talks to them or not; I mean, it really varies, and I adapt and blend things as we go, to give enough "goodies"--and in the right "flavour" to every player at the table.

Does that clarify things? I think story is an essential part of any good game.

Semper Fidelis,

SHARK

BOZ
08-20-2007, 04:45 PM
I don't want to tell a story I want to build one with my friends.

that's what i was thinking. storytelling in RPGs (D&D or any) comes partly from the GM (who provides the backdrop and settings), and the players (who engage the action and make the decisions). if one side is doing most/all of the storytelling work, then they really don't need the other side.

Prorpger
08-22-2007, 09:12 AM
It's a ROLE playing game not a ROLL playing game.

Limper
08-22-2007, 09:19 AM
It's a ROLE playing game not a ROLL playing game.


Wow... I haven't seen anyone use that one in a while.

Fruit.

Prorpger
08-22-2007, 09:23 AM
Wow... I haven't seen anyone use that one in a while.

Fruit.

And we all know what your role is... bitch.

Freedom Canadian
08-22-2007, 12:25 PM
I tried having a kind of "sand box" approach in my Exalted campaign, that is having a well-defined world and letting the PCs do whatever they wanted in it. But it only resulted in a lot of glancing around the table waiting for something to happen, so the players asked me to throw plot at them.

Right now, I'd say that the game is about 25% adventure/combat, 50% NPC interaction and 25% me telling stories.