February 2010 Archives

Appetizers

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Have you ever thought about how to start a story? Sure you have. But have you ever thought about how to start a quest, better yet, a sub- or even a side-quest?

Lately, I wondered how a game master would start a story if it weren't for the natural interest of his players. It is, quite naturally, the wish of any player to experience adventures, otherwise they probably wouldn't do RPG. (That this is not overall true I know; I'll post a rant about that later.) That particular interest causes them to merely ignore the beginning. Both players and the game master instinctively know that it is neither beginning nor the end that matters, but the journey, which is its own reward. Consequently, one keeps the introduction short: The evergreens of meeting in the tavern and having a more or less mysterious client accommodates that.

However, what were if the players didn't have that urge to go on with the story? I often face the problem when playing Vampire: The characters there loners, contact with another vampire, even if part of the same clan, can be problematic at best. The world of Vampire employs its very unique version of "Checks and Balances," where you better do not interfere with the matters of others lest they leave yourself at peace. The introduction of a Vampire chronicle, even a side-story, has to either wake the character's appetite or downright force them into action. Otherwise, a very unique part of playing a vampire is just lost.

Sometimes, players (and characters) have a very stark goal before their eyes. In some very intense situations people may decide to ignore the sidekicks, because they have better things to do. If that happens in one's story, the GM can very likely praise herself, because she made her story so compelling that her players ignore the very urge and instinct of every player: Curiosity. (Well, of course, that's not always true, but let's leave it at that.)

So when one has carefully designed some quest along the way, perhaps one that matters pretty much for the big picture, but the players ignore it just because the GM bet on his player's curiosity, it's sobering. It reminds us pretty much that high-quality RPG needs high-quality introduction, too.

I once started the story for one of my players, her character being a Gangrel from Vampire: The Masquerade with her finding herself trapped in a death-end alley with an armed and angry mob trying to lynch her.

Another player woke up in the pathology on one of those cold stainless steel examination tables.

Having a third character wake up on a shabby motel room with a dead body beside him in the bed, a painfully throbbing head and no particular memories about the day before and especially the night was something I really liked.

And about those tavern starts: Having the players caught up badly in a tavern brawl, that was fun.

And sometimes it's "you're out, wandering around, exploring the world," and yes, adventures do just happen.

How did you start your past stories? Was there some introduction you really liked? And how do you perceive the oh so carefully designed introductions our GM presents you?

Let me know in the comments, please.

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