Xie Baotou's Storytelling Experience
Xie Baotou's experience playing sessionsplaying a session跑团Playing a tabletop RPG session.
The first big principle: a tabletop session is a social game, and socializing and roleplaying are the point. Getting together, having a good time, and being able to keep playing together afterward comes first. Breaking this principle, so that others can't keep playing with you, is the dramatic failuredramatic failure大失败Rolling a 1 on a chance die, which brings a setback of the ST's choosing. of a session. So follow the rules, respect others, be a friend, be on time, don't play chaotic stupid, don't wreck everyone's experience, and so on; these all follow from this big principle.
The second big principle: be someone the group needs. Have a clear idea of what this session's recruitment is looking for, what the StorytellerStoryteller主持人The person who runs the game and speaks for the world; ST for short. needs, and what your teammates need. Learn what style this Storyteller usually runsrunning a campaign开团Starting and running a campaign as the ST. in, and weigh your choices carefully when creating your character, roleplaying, and working as a team. Part of the problem with overpowered and extreme characters lies here. Yes, your character is strong and wiped out every enemy in one go; you're distinctive and different, deeply mysterious, so aloof and cool you don't talk to anyone. But none of this helps our experience of the game, and it may well hurt it. We won't thank you for it; we may want to find an excuse to distance ourselves from you as soon as possible, blacklist you, and get on with our fun session.
The third principle: understand what the group and the Storyteller intend. Intentions create needs, and intentions create actions. Understand what the other side is running this campaign to achieve and what kind of effect they want. For example, if we want a cheerful spring-outing campaign and you play in your usual serious, grim style, that doesn't mean you're doing it wrong or that you aren't good enough; it's that we really don't need someone like that, so please leave the group. So when we talk about the chemistry between a Storyteller and PCs, we mean whether they understand each other's intentions, take care of each other's needs, and can achieve the interaction everyone wants (for example, you type too slowly, or don't get the puzzles). Do your actions take your teammates' intentions into account?
I. When joining a campaign, both sides are encouraged to have this attitude:
Aim for "through this group game, we created a gripping experience together".
Act with "respect for others, fair rules, friendly play, harmonious communication, courtesy, and punctuality".
End with "everyone got plenty of group fun and storytelling, and went home happy".
II. Understanding tabletop sessions
- The Storyteller is responsible for telling players [the meaningful key points in the current scenescene场景A continuous stretch of story, such as one fight or one negotiation. that matter to this session]
Yes. Storyteller: "Look! A beauty!" (gives a fitting, charming description)
Yes. Storyteller: "Look! Treasure!" (describes what the treasure's mechanism looks like and gives clues)
Yes. Storyteller: "Look! The sea!" (introduces the important places and targets at sea)
No. Storyteller: (the objects mentioned, or the description given, have no intent, clue, connection, or importance to the story behind them)
No. Storyteller: (keeps people waiting twenty minutes while writing a thousand words of beautiful but completely unimportant scenery)
No. Storyteller: (mentions nothing important in the surroundings, and asks the players far too much about what they freely want to do)
- Know your character sheet, and look at it often during the session
No. Player: what's my character's name?
- Know the basics covered in the rulebook; if a question can be answered by looking up the rules, please do.
No. Player: what is the Strength AttributeAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer. for?
- If you've already done your part, ask and talk more about what you still don't understand
Yes. Player: "GM, I can't find the rules for this part."
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Put out-of-game discussion in parentheses () to show it's out-of-character chat, or take it to another chat channel.
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Tearing up the sheet: your character died.
III. Roleplaying actions
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Roleplaying means interacting with the world as your character
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When you roleplay, always use the third person
Yes. Player: "Angie walks forward."
No. Player: "I walk forward." (Who?)
No. Player: "Walk forward." (This isn't a video game.)
- Whatever can be solved by roleplaying, try to solve by roleplaying
No. Player: (GM, what's here?)
Storyteller: (you can make an action and try looking around)
Yes. Player: "Angie looks around."
"Roleplaying means experiencing the world and acting from your character's identity and point of view. The opposite is out-of-game activity / offstage activity / out-of-character activity / OOC. Usually we want players to roleplay and immerse themselves in the story as much as they can. Out-of-character fun is part of the experience, but it shouldn't stop anyone from roleplaying."
- Try to play out your character's actions from their identity and point of view.
No. Player: "Go to the table and read the book."
Yes. Player: "Angie walks over to the table, picks up the book, and starts reading."
- Once you make an action, it becomes a fact that "you made the attempt"
No. Player: "Storyteller, can I reach for the treasure?" (Of course, it's your hand.)
Yes. Player: "Angie reaches for the treasure."
- But how the attempt goes and how it turns out is decided by rollsroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. and the rules
Storyteller and rulebook: "But Angie couldn't overcome the 5 freeze, and her arm can't reach treasure three meters away."
- You should make attempts, not announce the results of your actions; the rules decide that.
No. Player: "I got the treasure, and there's a divine shield in it."
No. Player: "I'm so cool, I punched the dragon's head clean off."
Storyteller: "Get out."
IV. Communicating as a team
Choose a character and roleplaying style that others can put up with in the long run and keep playing with. As far as possible, meet the group's standards for the combat, conversation and socializing, and roleplaying it needs. And what you do in the story should take the other people in the group into account: if you're always clashing with teammates, always hurting them for no reason, we probably can't keep playing. In short, talk it over together.
Communicate more as a team! It makes you feel like a professional squad, and when problems come up, everyone's intentions are more focused, and the team is less likely to split up or make you or your teammates unhappy.
Cooperation: you're one team, so of course you help each other within reason: watch your teammates' backs, focus on teamwork, communicate, plan, share the ideas you come up with when you hit a problem, and work together.
Intended actions: if the Storyteller often makes resolution mistakes, or your teammates keep doing things that conflict with the plan, you might try stating your intended action out of character beforehand, even in just a few words, such as attack, move, lights, mechanism, run, stall... or talk the tactics through with them.
Feel free to use whatever is useful.
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