Some things I'm learned while gaming
These are some concepts and ideas that I have attempted to solidify
about my experiences as a storyteller and a player. Some of this
comes from problems I have seen, problems I had caused, and
problems I had to deal with directly in a role as storyteller.
While I had numbered these items it is more to help myself organize
a large amount of information to better share it, not a ranking of
importance.
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Perception is key
No matter what the truth is, it’s what it looks like that
matters. This is simply the idea that most people will never know
the whole story about why some decisions are made, and because of
that you should take extra care to make sure it does not appear
that some things are happening due to favoritism. Avoiding making
ST calls for girl/boyfriends, spouses, best friends, and sometimes
enemies. With a larger staff of storytellers and narrators this is
easier to accomplish.
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Learn to Delegate
Part of storytelling is being a good manager. Learning what
assignments you can give to your fellow storytellers, what can be
handled by narrators, and what is something that you don’t need
to be concerned with right now. Understanding that you don’t
have to do everything by yourself helps make the game run
smoother and prevents storytellers from burning out. Once you
have delegated something, learn to trust that the people you have
given the task to will carry it out.
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The Open Door
You want to encourage your players to talk to you about the
direction of the game, game system rules, and the policies that
help manage the game. If you offer players the chance and take
their ideas and feelings into account it helps create a player base
that feels they have more of a stake in the game. It also gives
players a forum in which to dispute rulings they are uncomfortable
with, without resorting to a debate or yelling match during the
game session.
A critical part of the Open Door is learning to actually listen to
the players (and your fellow storytellers) concerns. It is very
easy to dismiss ideas that do not line up with your own.
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Your Composure
Never lose your temper at a game. While sometimes you will need
to raise your voice to get the players attention, for game wrap
up and such, avoid yelling at your player base. If you can, try
using a whistle to signal game wrap instead of shouting. Yelling
at the players base makes it appear that you have lost control
and are attempting to regain it by being the loudest (see point
one).
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You are not Infallible
While you are the storyteller and your decisions about the rules
should be followed during the game sessions, remember that you
can and will make mistakes. Do not compound any mistake by
insisting you are always right. If there is a point of conflict
let people know you are willing to discuss it later, and make a
point to find that person (or persons) and have the discussion.
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Don’t be afraid to Discipline
For games that use a three (3) strike rule make sure you use it.
The idea behind the three (3) strike system is that players will
sometimes make mistakes, this will give you a chance to correct the
behavior and offer the player a chance to improve. For this to
work the strikes have to be issued. I have often seen storytellers
talked out of giving strikes for many reasons, mostly with the
players stating that they have learned their lesson and will never
do it again. There are three major points to go with this
- The strike is a warning to change behavior to the
offending player
- The strike serves to let the other players understand you
are serious about the rules and policies of the game.
- The strike needs to be recorded in the game files for other
storytellers for your game.
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Keep Records
Records are the history of your game. If you don’t keep good
records, you will run your plots into each other and contradict
existing game lore. As well as keeping good in game records you
need to make sure you keep good out of game records. For dealing
with your site, any money you charge for game entry, disciplined
players, contact information for possible other game sites,
businesses to get props and anything else you think might assist
you or your fellow storytellers.
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Style of Game Awareness
Making sure your players and staff understand the style of game
you plan on playing. This is one of the simplest things you can
do to insure a smooth running game. If you feel your
storytelling style tends to cater more to one style of play than
another, let people know. Maybe some of the players will choose
to find a different game to enjoy if yours is not to their
liking, but the players that stay will be more in tune with the
ideas you have.
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You will not please Everyone
Learn this simple fact early, some people will not be happy not
matter what you do. Very often I have seen entire staffs of
games spending ninety percent of their time trying to make ten
percent of the game happy. Consider that the 10 percent may
never be happy in your game, focus your attention on the larger
group.
There’s more to all this I’m sure I have notes spread all over my
desk at the moment, but this seemed like a good point to take a
break and send this out.
- Jimm Polli
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