Story games start differently than gamer-porn RPGs. Say good-bye to that comforting invocation “you’re sitting in the tavern when a dark stranger approaches you with a map and a mission.” More to the point, say good-bye to that first session in which each player brings a character, painstakingly built and optimized in isolation, and the DM tears the plastic wrap off the new adventure module.
The start of the game reflects the desire to maximize every player’s involvement in shaping the story from the very beginning. In one game I was recently part of (credit: Peter), the GM lead the group through a series of questions about the setting, the group and our characters. By the end of it, we had a detailed and juicy fictional world to play in, and some lively characters that we couldn’t wait to portray.
Here are some good questions to toss around while shaping a story. These should all be posed and answered as a group. Don’t try to write your own Silmarillion; you just need an agreed framework upon which to start playing. The Setting and Group questions should stimulate a great conversation that lasts 1-2 hrs (take notes), and developing the character concepts for everyone should take another 1-2 hrs depending on the group.
Setting:
- When in history? (fantastic, realistic, anachronistic?)
- What defines the world? Technology, magic, zoology, culture, politics, economics, etc. In other words, what fictional genre(s)?
- What are the major tensions or problems in the world today? War? Corruption? Dictatorship? Megacorporations? Occupation? Oppression? Cold War? Declining empire? Religious tensions? Plague? Natural disaster? Pick a couple and detail them out.
- Who are the relevant big players? Countries, corporations, churches, public figures, etc. Detail out a few – just the ones that affect the major tensions. Some NPCs will be defined here.
- What sort of adventure(s) do you want to play out?
Group:
- Why are the PCs a group? (Take it as a given that the PCs are a group, and skip the whole contrived scene where some dangerous-looking strangers meet by chance and decide to put their lives in each others hands.)
- How does the group fit in relation to the major tensions of the world?
- What is the group’s aim? Justice? Profit? Piracy? Agents provocateurs? Subterfuge and sabotage? World domination?
- How does the group persist at the start of all this? Secret identities? Mysterious benefactor? Police/military black budget? Proceeds of crime?
- Some more NPCs will suggest themselves during this discussion. Write down some basics about each of them: name, role (world), relationship to the group, 1 or 2 defining characteristics. Family members, benefactors, nemeses, important contacts, love interests, etc.
Each Character:
- Functional concept? (Fighter/Wizard/Thief, or Speedster/Telepath/Gadget Whiz, or…)
- What is important to you?
- What gets you off?
- How did you get your start?
- Personality?
- What’s your “issue”?
- Relationships with each other PC? Good? Bad? Indifferent? Antagonistic? Protective?
- more NPCs may take form here.
Once that’s all sketched out, the GM goes home and dreams up a situation that should kick the group into action in the direction that will generally fit the players’ desires in terms of plot. He comes up with some antagonists that will really push the characters’ buttons, and some challenges that will strike at some PCs’ weaknesses while playing to the strengths of others. Example: my character was a strong telepath with mind-control ability. In our first encounter, I faced a giant killer robot! My character’s greatest strength was nullified. I was very impressed.
Notice how much the players get to define at the start. There’s no worry about “spoiling the surprise,” here. The players might be as detailed as “we want to be super-cops trailing a band of international bank robbers that nobody else can catch. We want to trail them to their hide-out in the Italian Alps, and we want to have a James Bond-style shoot-out while racing down the mountain on skiis!” Even a well-defined plot arc like that still leaves the GM with lots of room to fit in mystery, surprises and plot twists. At least he’ll know that he’s starting with a group of players who WILL, guaranteed, be fully engaged.
Topic for a future post: brainstorming the story by building a relationship map (credit: Ryan).