As a "player to which roleplaying games appeal", I disagree wholeheartely with your generalization. I am currently having amazing amounts of fun creating the story with fellow players in a campaign. Yes, there is fun to be had in revealing the story that a GM has laid down, but it's not the only one, and in this player's humble opinion, it's by far not the most fun.Caiti Voltaire said:I'm sorry, but what? Storytelling isn't important? You shouldn't worry if the players aren't having fun? What a load of bollocks. If you're not having fun playing a game ... why are you playing? What do you accomplish? It's not a job. You're not getting paid for it. It's a game.
A game is defined in two general ways:
o a contest with rules to determine a winner;
o an amusement or pastime;
I think treating a roleplaying game as a contest is entirely the wrong mindset to perpetuate, as the players shouldn't have to feel like they have to compete with one another to succeed, that just creates fights, bickering, and general bad feeling. If they have to feel they're competing with super GM NPCs with super bullshit-o armour on everything but their ass or similar folly, it just ends up with them finding a new GM.
Perhaps its just something in the old school gamer in me, the gamer that digested the 2.0 rules in all their hideous glory with THAC0 and White Wolf's pretentious little offerings which did something so brash as painting a setting, no an environment with atmosphere and such things. I think if you're saying that storytelling isn't important then you either have three circumstances happening:
A: You don't want to take responsibility for the fact that your players aren't having fun - which, granted, can be as much their fault as yours but they're not the ones narrating this story;
B: You're playing with people who probably would do better off playing World of Warcraft and eating a nice grind sandwich; and/or
C: You've honestly misunderstood the kind of player to which roleplaying games appeal. Here's a hint: we like stories, and character development, and feeling we're a part of that story.
I will agree with one thing though - getting your knickers in a twist over it is a bad idea. If it's not working out and it gets stressful, then take a break from the session and come back later. Your characters and NPCs aren't going to disappear in the meantime.
I did not say it's the only fun to be had, but the article comments that storytelling is the least important thing to a GM and I'm sorry but that just rings false to me. That's not to say it's the most important thing either, but I have noticed an increasing trend these days for players and GM alike to fall into this thing where they seem to be embracing the fandom of the game more than the game itself and that seems a little pretentious to me. It's not about who has a level 92 shadowhumper (apologies to Yahtzee) or some silly thing like that, nor is it about which GM can make their players cry out in agony having perished in an inescapible trap in the deepest reaches of the Shadowdark, as Penny Arcade frequently satarises. It's about having fun telling a story - or being part of that story. There are several facets to that story - character development, character improvement, getting those shiny things and achieving goals - and there are differing schools of thought as to which is most and least important, but the bottom line for me - and not coincidentially the thought I disagree in with the article's rebuttal thereof - is that it should be fun.paulgruberman said:As a "player to which roleplaying games appeal", I disagree wholeheartely with your generalization. I am currently having amazing amounts of fun creating the story with fellow players in a campaign. Yes, there is fun to be had in revealing the story that a GM has laid down, but it's not the only one, and in this player's humble opinion, it's by far not the most fun.
Thank you for your comments. Please note that I have listed Storytelling as one of the four basic functions of the GM. So it's not that I think Storytelling is unimportant. It's that I think it's been overemphasized to the detriment of the other functions. That has left a lot of GMs confused into thinking that their job is to be an amateur novelist when their job is to run a game. It's a testament to how ingrained this "GM as Storyteller" notion has become that even saying that other functions of the GM are more important is considered apostasy.MDSnowman said:In that regard you're wrong, storytelling is very important, but it has to be storytelling that changes organically. That is very difficult to achieve.
I think you've misunderstood, story is still important, it's just not as important to having fun as many may think. As an alternative to a preordained plot, the world can be created, the background (culture, events, etc) set, and the players can be set loose as adventurers, not actors. The story is the story of those players as they interact with the world. The GM still adds his own telling to the story through events that happen along the way, but when the party decides to stand and face a dragon, it's because they want to, not because the story won't advance until they defeat it.Caiti Voltaire said:I did not say it's the only fun to be had, but the article comments that storytelling is the least important thing to a GM and I'm sorry but that just rings false to me. That's not to say it's the most important thing either, but I have noticed an increasing trend these days for players and GM alike to fall into this thing where they seem to be embracing the fandom of the game more than the game itself and that seems a little pretentious to me. It's not about who has a level 92 shadowhumper (apologies to Yahtzee) or some silly thing like that, nor is it about which GM can make their players cry out in agony having perished in an inescapible trap in the deepest reaches of the Shadowdark, as Penny Arcade frequently satarises. It's about having fun telling a story - or being part of that story. There are several facets to that story - character development, character improvement, getting those shiny things and achieving goals - and there are differing schools of thought as to which is most and least important, but the bottom line for me - and not coincidentially the thought I disagree in with the article's rebuttal thereof - is that it should be fun.paulgruberman said:As a "player to which roleplaying games appeal", I disagree wholeheartely with your generalization. I am currently having amazing amounts of fun creating the story with fellow players in a campaign. Yes, there is fun to be had in revealing the story that a GM has laid down, but it's not the only one, and in this player's humble opinion, it's by far not the most fun.
If it's not fun then really all you're doing is faffing about, as far as I'm concerned. I mean, if you're not having fun, what's the point? I guess I just fail to grasp that.
As an aside, to properly address your post, what is it which you would consider the fun factors then, aside from the story? You say that it is not the only important things and I am not in disagreement there, but it begs the question without properly answering it.
Chaya, I'm exceptionally happy to learn that my articles have been valuable to you. Thanks very much, and I wish you great success in your gaming!Chaya said:Anyway, I'm rambling too much. This is just a big thank you from a guy that signed up simply to reply here. (Also spent half an hour finding a name which wasn't taken.)
I have seen a lot of starting GMs fall into this trap. I did, myself, when I was starting out. Then, I actually grew a brain and saw that getting around a table with friends is about collaboration, not one particular person hogging the spotlight. RPGs played with more than one person, be they around a table, in a big hall with everyone dressed in funny costumes, or channeled through the Intertubes, are more akin to stories told around a campfire, where everybody can participate and there's plenty of light for everyone.Archon said:Thank you for your comments. Please note that I have listed Storytelling as one of the four basic functions of the GM. So it's not that I think Storytelling is unimportant. It's that I think it's been overemphasized to the detriment of the other functions. That has left a lot of GMs confused into thinking that their job is to be an amateur novelist when their job is to run a game. It's a testament to how ingrained this "GM as Storyteller" notion has become that even saying that other functions of the GM are more important is considered apostasy.MDSnowman said:In that regard you're wrong, storytelling is very important, but it has to be storytelling that changes organically. That is very difficult to achieve.
I wonder if when current generations read Gary Gygax's 1st Edition DM's Guide, where he spends very little time on story and a considerable amount of time on judging, world-building, and controlling adversaries, whether they also think he doesn't know what he's talking about.
To put it another way, the GM is the entire behind-the-curtain crew of the production, setting up scenes, presenting potential obstacles for the players to overcome and ensuring there are rewards to be had afterwards. The players bring the personality of their characters, a particular style of play and an ever-growing list of tactics and tricks to the table. What happens between these individuals is the story. That means that no one person at that table is any more or less important than another, and that includes the GM.paulgruberman said:- snip -
I think you've misunderstood, story is still important, it's just not as important to having fun as many may think. As an alternative to a preordained plot, the world can be created, the background (culture, events, etc) set, and the players can be set loose as adventurers, not actors. The story is the story of those players as they interact with the world. The GM still adds his own telling to the story through events that happen along the way, but when the party decides to stand and face a dragon, it's because they want to, not because the story won't advance until they defeat it.
Kaihlik, how would you handle a player who got killed, by poor choices, and then complained it was not fun? Or a player who lost his magic item to a Rust Monster?Kaihlik said:If that is the case then I do disagree with that, while you should put systems in place to allow people to have fun you should not stop there. You should be assessing things as they progress and determining how players are reacting to them. If the players are not happy with how the systems are working it is the GM's job to change them to make sure the players are having fun. Kaihlik