DM Guidelines IV

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Online DM Guidelines 01/09/2006


DMing 102: It's The People That Tell The Story

Jerry Phelps wrote this in response to a module submission.

In a game, it's the people that tell the story. Sure, we have a rich setting here. A great setting! But it's the people that tell the story. Rather, the intelligences that tell the story. That can include intelligent monsters/animals/plants, etc.

In reading I teach the kids a very simple formula.

C - Character Little Red Riding Hood

W - Wants Take cookies to Grandma

B - But Wolf pretends to be Grandma

S - So Little Red Riding Hood fools the Wolf

Get your players to have feelings for varying NPCs and their plights.

Run a planning list of wants, fears, goals, personality traits, shaping influences from their past, etc., for all main NPCs you're running. It will help you make them real... especially when you sneak their thoughts into your posts as an aside or simply have them tell the party what they think. List their secrets, etc.

I tend to put the NPC's name in the middle and then write ideas about that character all around him. Never erase an idea even if you decide against it. Make a growing list of 'things' to decide about NPCs. Don't do every one for each NPC, but use some for each.

Other things to know:

-- mannerisms

-- opponents/enemies

-- quirks of speech

-- how his voice sounds

-- scars, facial features, etc.

-- opinions on various things having to do with the campaign

This makes your NPCs come alive. Your stories dealing with people come alive. Know this about your player's characters too.

Start taking notes about the characters... ask them questions when you notice something interesting, missing, or confusing. Let's them know you're actually into the character that they love. Play off of your characters' personalities.

Remember, it is all about the intelligences in your campaign.

Characters, monsters, NPCs, etc.

Sure, give them great descriptions and eye popping events, but the people make the campaign live!

Jerry