rdfs:comment
| - So you're a storyteller, what's that exactly mean, anyway? Well, intuitively, it means you tell stories. You're the front line when it comes to game immersion. You're also the Judges of conflicts that are not formal (meaning they aren't governed directly by code). If Joe wants to steal something from Bob's shack, you might ask Joe to run a stealth check to see if he gets in successfully, or it may be as elaborate as RPing police, setting off security alarms, and writing up an evidence file later for Bob in investigate for the culprit. You're here to make the game feel as real and as exciting as possible. Don't settle for less.
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abstract
| - So you're a storyteller, what's that exactly mean, anyway? Well, intuitively, it means you tell stories. You're the front line when it comes to game immersion. You're also the Judges of conflicts that are not formal (meaning they aren't governed directly by code). If Joe wants to steal something from Bob's shack, you might ask Joe to run a stealth check to see if he gets in successfully, or it may be as elaborate as RPing police, setting off security alarms, and writing up an evidence file later for Bob in investigate for the culprit. You're here to make the game feel as real and as exciting as possible. Don't settle for less. You're the masters of plots and TPs. Even if players aren't requesting for your attention, we expect you to liven it up and RP NPCs. If Joe seems to walk around in armor all the time on Vasatissa, RP NPCs laughing it up and giving them some infamy code-wise for their silly attire! Or maybe Joe's walking like he's the best pimp in Byss, with no bodyguards, and all bling-bling on. RP slaves and thugs trying to mug him. It's limited by your imagination. But your goal is this: make players feel like they're in the gritty world of Star Wars. Not just that they're playing in it. The three laws of Storytelling are as follows: 1.
* Any decision must open new avenues of adventure for a player without violating theme. 2.
* Any decision must be made to maximize the fun for the most number of players. 3.
* Any action must be crafted to have multiple possible PC reactions with planned reactions to PC reactions. There's a few important commandments to ALWAYS keep in mind as a Storyteller:
* Details, details, details. Details are important. They're your crack. Always pay attention to what characters are wearing, their mannerisms, their speech, what's around them, where they are, etc., etc. They'll help you in how you play with the environment and make it fun for others. As said before, if you notice Joe wearing armor ALL THE TIME, where ever he goes, and he happens to stop by on Vasatissa, RP amused NPCs laughing it up to no tomorrow that he's silly for wearing armor. Unless you live in a warzone, you'd probably be startled or pretty amused that your neighbor's wearing a flak jacket.
* Be aggressive. If players are ignoring you, -force- them to RP with you. Be insistent and firm, but polite. If they speedwalk out without proper RP, tell them to come back.
* Don't be afraid to give consequences to player actions. Again, if Joe's wearing armor everywhere, and after you RP NPCs laughing it up at him, give him a mild infamy boost in reputation. Maybe if he's famous, have a news post that he's ridiculous for wearing armor all the time! If Bob's wearing shiny jewelry in the slums of Byss, don't be afraid to spawn up some NPC thugs and beat him bloody and raw, and mug a few things. Be reasonable, but don't be shy on consequences.
* Use code to back-up RP, not RP to back-up code. What's meant is that the emphasis, is obviously on RP. What you can do with RP, do it with RP. If someone wants to sneak past a security check point, don't just make them roll stealth checks. RP the police there, make the player RP how they're actually sneaking by. Depending on how they do it, give them an even harder or easier difficulty. Who knows? Reward players for their creativity and cunning. I'd be far more likely to make the difficulty less if they somehow create a distraction; maybe another PC's a decoy and plays dead and distracts the guards while the other player slips by. I'd certainly make their attempt less difficult than someone else just RPs that they're trying to crouch past the guards. Don't be afraid to force them to RP, no matter how trivial the RP seems. It'll certainly also help you in case you need to write up an evidence file for a PC to investigate later.
* Show initiative. Be independent. Don't wait for someone else to ask if you guys should animate some NPCs on Rienna for the annual Water Festival, be the one to ask. We expect you all to be shakers and movers.
* Be consistent! This guide is just that, a guideline. But pay attention to how other Storytellers are ruling and when you make a ruling make sure you make note of it so others can follow your lead as well.
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