Thursday, October 16, 2014

The Relationship Between Storyteller and Player(s)

In response to my earlier post about Long Form Storytelling, is was suggested by a reader that I talk about my opinions on the role of the Storyteller in crafting player stories. This overall ties into my thoughts about the general relationship between Storyteller and Players, both on the individual and group levels, and furthermore into some of my opinions about the nature of planning PC stories out ahead of time.
Generally speaking, I think that the role of the Storyteller is very similar to that of a combination Writer/ Producer/ Director in a theatrical production.  Within the context of the performance, they don't play the characters, they don't appear on stage, but they help elicit performances from actors, they help set the stage for scenes, they create scenarios that allow characters to reach apotheosis.  It is the role of the Storyteller to work behind the scenes to provide what players need to make the story of game.  When it is done right, it is virtually invisible.  But it's still a vital part of game.  

The Relationship between Storyteller and Players
One way of looking at the relationship between Storytellers and Players is looking at the collective relationship.  In the collective, the role of the Storyteller is kind of like the role of the shepherd, keeping the group together and providing for the safety of the flock.  This collective role is at its basic level merely encouraging mixing.  It can be a matter of creating a safe and supportive environment, maintaining the liminoid ritual structure of the game event(check-in, game, wrap is a ritual structure that defines appropriate actions within the context in a way that creates a Turnerian theatrical play space that breaks down barriers), adjudicating disputes that arise using any agreed upon systems.  On an advanced level, it is context creation.  Many of the efforts of a Storyteller are devoted to crafting a context in which players can play characters that interact with each other.  That context needs to have stakes, so that the actions of characters matter in relation to each other.  That context needs to be mutable, so that the actions of characters matter in relation to the context.  That context needs to be understandable, so that the players can understand how their characters fit in the context.  A big part of the work of the Storyteller in relation to the players is simply creating a context that allows for player action to be meaningful and encourages players as a group to engage with the context together.  

The Relationship between Storyteller and a Player
There is a different relationship in some ways between Storytellers and individual players.  My favorite way of phrasing it is creating conditions for apotheosis.  Within the context of a story, every protagonist should reach a moment of apotheosis, a moment of the purest expression of the characters essence.  This generally happens at the climax of a story, but it effectively boils down to all of the events of the story leading to a single moment.  This can be a glorious moment, running through the field to embrace your long lost love.  This can be a terrible moment, standing in the ruins of your life as your villainous plans finally catch up with you.  This can be a moment full of existential dread, the dire realization that there are more things in heaven and earth than are dreamt of in your philosophy. It can even be a moment of hubris, "Evacuate? In our moment of triumph? I think you overestimate their chances." But every character should have a chance in some way to reach apotheosis.  
Because in the Role Playing Game all characters are to a certain degree the protagonist, there is a balancing act that must occur in a game to allow for multiple apotheoses.  This involves storytellers working with individual players to understand their desires, their play styles, what represents satisfaction for that player.  Storytellers can help craft contextual events that help a character move towards narrative resolution.  

Too Much Planning! A Word to Players
If I had one piece of advice I'd give to players related to my conception of the relationship between Storytellers and Players(and indirectly between Players and Players) it would be to not plan your character's arc too tightly.  I have been in a number of games, as Player and as Storyteller, where a Player had a very tight conception of where their character's arc was going and would not accept any alteration or doubt in that path.  And I have seen situations like that get in the way of collaborative storytelling, because the players' iron clad plans don't have room to connect with other characters' journeys.  It becomes a lonely road if you have to walk it alone.  I'm not saying don't plan, but incorporate some narrative doubt.  Saying I am destined to be a divine champion leaves open a number of possibilities that can make a more fulfilling story for you and others.
If I had a second piece of advice to players, it would be simple.  Engage the context.  Most contextual aspects of a game are there for a reason.  If there is a system of noble rank and privilege, buy in to it, engage with your place in the system and be part of the world.  Engaging the context allows the Storytellers to use it to help you tell your character's story, so treat the stakes of the narrative as serious.  

Final Note
One thing that is important to understand is that being the Storyteller is resigning yourself to a supporting role.  Storytelling, when done right, is very hard to see.  The art of it is in doing things that are undetectable.  There are a lot of parallels in movie and theater creation.  The work of the director in helping actors find their characters is generally invisible, but if you look at the Star Wars Prequels, you see how bad it can be without that as part of the artistic process.  Storytelling is often a thankless role, because it works best when it's done to put the focus of the story elsewhere.  I'm not saying that everyone should go buy their Storytellers a present, but don't minimize their role in the creation of a game.  The game where you saw the hand of the storyteller the least but still had a good time is probably the game where they worked the hardest behind the scenes for your enjoyment.

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