Things That are here

5.12.12

A narrative

Writing a story is hard work, don't let anyone try to tell you different. Writing a Dungeons and Dragons campaign is much more difficult, since you are not only writing a story but you are making it interactive by trying to let your players tell it through their actions in game (which are typically not heroic when it comes to the group I play with)

So I pose the question, how exact ally do you accomplish this task. I've found that not having any idea why they are doing g what they are doing is actually the best way for me to tell my story.

When you role play you assume the identity of the character you play. This character would ultimately have absolutely no idea what was going on, and so they would use clues in the game to figure it out.

So in the start of this campaign the players found themselves in a castle that suddenly fell under attack. They had no idea why the castle was attacked, no idea who was attacking it and no desire to stay there. Thus they reacted like real people in a situation like that.

Tonight is the 5th session and they still have no idea what they are supposed to be doing, only that they need to bring a duke (whom they all mildly dislike) to the capitol of the kingdom.

Provided they don't act like complete assholes and miss the obvious signs of where to go, they likely find out what they need to do tonight....though they could also spend this session seeing who's character can take a better piss.

-n-

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