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  • Why Storytelling Can Be a Bad Thing For Your Dungeons and Dragons Session

    Dungeon Masters, Play

    Have you ever heard someone talk about a past gaming session and say “that was an awesome monologue the DM gave about his character in dnd”?

    Um, neither have I.

    I have already written an article about spicing up the initial session. Today I’m talking about the rest of the sessions.

    As a player there are several things I don’t really remember very well, or that I remember as bad things.

    * Monologues
    * Pointless Puzzles
    * Minions
    * Room Descriptions
    * Other player’s characters (most of them anyway).
    * Names of useless NPC’s
    * Things my character didn’t do.

    Today I’m dealing with that time during the session where you want to share your new creative writing attempt with the party.  You’ve spent weeks (months? years? decades?) developing your cool campaign. You eschew all pre-made material. You have a child born of your thought and you finally have a chance to deliver it.

    And all those stupid players can think about is phat lootz.

    One of the hard parts about being a DM is that most of what you do nobody will ever see, hear, or care about. So try not to get frustrated when nobody wants to hear you tell a story.

    The players aren’t there to hear a story. They are there to DO things. To act and be acted upon. The memorable moments come when they get to kill a particularly nasty foe or make a daring escape. When the party is being stalked through a dark forest and they manage to lure the enemy out and finally crush it, that is memorable. Hearing the DM’s history of that haunted forest and how it was once controlled by an irrelevant long dead noble who now has nothing to do with the campaign is not usually as much fun.

    As a player I really don’t care, not unless it really does have to do with the campaign. If that noble is now a lich controlling a cabal of evil druids then yes, I want to know. However, I think I would rather find out in a meaningful way. A scrap of a history book rescued from a fire and handed to me as a nifty handout, or a bit of poem recited once.

    If the players want more, they will ask for it. If they don’t ask, they probably don’t feel it is relevant, and that should be a pretty big hint about how you as a DM are doing. If they aren’t interested in what you think they should be interested in, then may it isn’t interesting after all.

    Try shifting gears a bit. Don’t be afraid to sit quietly and let them decide where they want to go and drop the relevant hints along the way.

    Above all, enjoy yourself!

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    8 Responses

    1. Alex Schröder  •  October 8, 2008 @6:50 am

      Excellent advice. I agree wholeheartedly. I used to phrase it as “players want to play, not listen to audiobooks nor write essays” (as I think the advice given also applies to background stories and the like.

    2. Dragon Blogger  •  October 8, 2008 @11:22 am

      I nominated your blog as one of my favorite bogs, see my latest post.

    3. Dragon Blogger  •  October 8, 2008 @11:22 am

      blog not bog, thought I have run many a campaign through bogs.

    4. RPG Ike  •  October 8, 2008 @12:40 pm

      I agree.

      Having said that, monologues can be fun to write, fun to deliver, and (most importantly) can resonate with your players if they’re well-written. A picture or a miniature only engages one or two of your players’ senses, while a short, descriptive monologue may engage all five.

      I try to run a 15% roleplaying, 15% exploration and puzzles, and 70% combat game session, so don’t worry about my campaign being a soap-opera, but one requirement I have to play a game is that it’s fun for everyone, and I think it would be a mistake to strike monologues and their like from the hobby altogether. After all, there have to be a few others like me out there. Right?

    5. admin  •  October 8, 2008 @3:18 pm

      RPG Ike.

      You are definitely correct. A well done monologue can add interest to any game session. A big part of going through any adventure is the description given by the DM. Just don’t get carried away with it.

      Excellent response and thanks for posting!

    6. Jubilex Begins With an "I"  •  October 17, 2008 @9:49 am

      This is exactly why in our campaign we’ve come up with a special Feat– Sunder Boxed Text. Or, in the immortal words of Conan the Barbarian:

      “Enough talk!”

    7. Gnosis  •  February 26, 2009 @1:53 am

      This is not the case with a quality GM. If little interest is generated from your players about he world they are in then more often then not the GM is not making the information interesting or relevant enough.

      I do agree that some players want to move on to the next kill or intense moment, but if a campaign feels like all that is happening is prep for the next battle it becomes tiresome very fast. A game without substance is no game at all.

      Role playing at its core is about storytelling. removing this meaningful piece is like cutting out the heart of the game and leaving this thrashing, writhing, hack and slash husk behind. the end experience is cheap , hollow, and ugly.

    8. Me  •  March 23, 2009 @6:14 am

      Maybe it’s just you play with a bunch of idiots who have the attention span of small rodents? How could anyone possibly enjoy a game where the entirety of it isn’t just killing various creatures. You might as well just roll dice and win if you roll high, it’s pretty much the same thing….

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