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DM Tip: Being a better StorytellerI talk a lot on this blog about constructing better stories, but I

DM Tip: Being a better Storyteller

I talk a lot on this blog about constructing better stories, but I frequently forget to talk about what I call “Tableskills”, those parts of the DM’s craft that are less about formulating plots and laying out narratives than they are relating those narratives to the people around the table.  The thing is, teaching tableskills is a lot harder than just suggesting ideas about stories that could be told, as every DM or prospective DM has their own particular type of storytelling that they’ll grow into as they master the art. As such, there’s no hard and fast rubric I can pass down, only the things that have improved my own performances over time.

The basics: The DM Narrator Loop

I’ve been playing d&d for well over two decades now, and I’ve never heard the DM’s art summed up any better than this video by VOX: Describe, Decide, Roll.

  • You as the DM Describe what situation the party is in and ask them what do they do next ( in a very leading tone, pulling them forward or offering them direct choices)
  • The players Decide among themselves what they’re going to do, with clarifying input as needed.  
  • If anything needs to be decided by dice, youRolland figure out the outcome, then you snap right back to the descritption phase. 

Keep doing this and your party will be guided along your storiy at a steady clip while having a lot of fun. Keep rolling to when it’s really important, and you’ll be doing just fine.

All Killer No Filler

The most basic trick I’ve learned for tabletop storytelling is asking yourself “ what’s the most interesting thing that could happen this session “ and then telling a story abouthow the party gets from where they are to where that interesting thing happens.  Sometimes that interesting thing kicks down their door and forces them to react, other times it doesn’t quite happen on time, and you need to elude to the fact that it’s about to happen next time they play. Sometimes your players will take the initiative upon themselves to make interesting things happen, ranging from deep roleplay moments to taking an unexpected narrative turn and throwing all your plotting out the window. Learn to love when this happens, but don’t rely on it. Players should be given the spotlight when they stand up and take it, but that doesn’t mean you should shove them on stage before they’re ready. 

Because you’re running a live session and thus have limited “screen time” in which your interesting thing might happen, you should focus on scenes that push the party forward, building narrative momentum while offering the party a chance to break off and do their own thing. “Does anyone want to do anything before we X” and variations of it is your best ally here, as including a pending time limit spurs the party to act before circumstances change while also giving them a direction to fall back on when they don’t want to make a decision. This is where radically open world/hands off DMs fail, because the players showed up expecting to be part if a story rather than entirety making their own fun while a friend if theirs silently chides them for not pretending to be an elf good enough. TLDR:Always be moving towards something interesting happening inside the session, but never be afraid to detour when it looks like your party is going to do your job for you. 

 Economy of Information

I often have a problem with expressing my ideas to other people because I either trip over myself trying to get out all the data required at once, or I leave people hanging because I presume they can infer what comes next. Naturally this is a trait I’ve had to train out of myself when I’m being a dungeonmaster and I did that by studying a bit of cinematography. Movies are not subtle about how they want you to feel at any given moment: If the audience is supposed to be on edge, the surroundings are eerie and the music is discordant, if you’re supposed to like a character they’ll either be reminiscent of a wholesome archetype or the camera will deliberately show them doing something nice. Don’t sweat the details when you’re describing a scene or doing background world building, paint in wide strokes and then fill in the details as necessary. Likewise, don’t let your scenes dawdle, bake in a reason why the scene is going to end before too long and use that as a ticking clock to spur your party into action.

When in doubt, be a Cartoon

 As gritty as some people like their tabletop roleplaying, at the end of the day it’s just a big game of pretend, and in my experience the best way to tap into my player’s emotional base is to engage the sense of play they’ve been fostering since they were kids. Unsure how to describe something? Picture how it’d look in a disney movie and your word-picture will come across clearer  in your player’s minds. Not yet confident enough to RP a nuanced NPC? Overact like a caricature of who you’re pretending to be, and you’ll suddenly have a lot more wiggle room to play with. However gritty some people profess to like their tabletop gaming it’s all a big game of pretend in the end, and the way you engage your party’s emotional core is by appealing to that sense of play they’ve been holding on to since they were a kid.

Follow the Fun

It took me a while to realize that “fun” was like oil in the engine of any d&d game, and that the primary job of the storyteller was ensuring that it was properly circulating throughout the session. Not enough fun? whole thing grinds to a halt and playing feels like pulling teeth. Too many sessions like that and a campaign falls apart.  It takes a bit of practice as a DM, but try to be attentive for when fun “bleeds out” of your campaign.  Players beating their head against a puzzle? Skip it, try a different sort of puzzle next time. Someone doesn't’ enjoy shopping trips? give em something to do while the rest of the party is perusing. Combat bogging everyone down? Experiment with techniques to make it snappier. Keep up this mindset and your games will be pumping along like a precision engineered machine.

Fail Faster

I’ve listened to this video so many times I could probably repeat it as liturgy.  Just like any performance art, the main metric for advancement is realizing where you’re doing poorly and then figuring out ways to improve upon them. Sooner you figure out what you’re doing on and why, the sooner you can try out ways to fix them, and the sooner you can find things that works. Take on an experimental attitude towards your own works, if something is hard: find a way around it that works for you.


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