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#storyteller — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #storyteller, aggregated by home.social.

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  1. That was a Powerful Story!

    There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.

    Tension

    Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.

    Humans

    Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.

    Images

    By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.

    Who About?

    The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.

    Steaks

    The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.

    Looped

    When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.

    Next?

    There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.

    Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG
  2. That was a Powerful Story!

    There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.

    Tension

    Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.

    Humans

    Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.

    Images

    By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.

    Who About?

    The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.

    Steaks

    The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.

    Looped

    When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.

    Next?

    There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.

    Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG
  3. That was a Powerful Story!

    There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.

    Tension

    Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.

    Humans

    Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.

    Images

    By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.

    Who About?

    The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.

    Steaks

    The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.

    Looped

    When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.

    Next?

    There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.

    Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG
  4. That was a Powerful Story!

    There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.

    Tension

    Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.

    Humans

    Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.

    Images

    By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.

    Who About?

    The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.

    Steaks

    The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.

    Looped

    When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.

    Next?

    There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.

    Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG
  5. That was a Powerful Story!

    There is little room for doubt. People enjoy telling and listening to a story. Some of those stories and tellers will be better than others will be. What makes someone a powerful storyteller while another telling the same story in the same manner will flop. Is there some special secret that those great tellers know? The best stories regardless of its nature will consist of the same aspects.

    Tension

    Great stories will generally start with something that grabs the person listening or reading. This could be done through some random character challenging the players in some form of duel. Another could be everyone attempting to flee a situation, no matter the reason. Presenting background facts and emotions will have the effect of losing everyone.

    Humans

    Through the proper implementation of uncertainty, people will find themselves bonding with characters in the story. This might be by requiring some player to decide between two or more options, none of which is better or worse than any other. If the player is uncertain that this task he is performing can be done, either in time or at all, will make the characters seem more like a real person the players can get behind. When making the characters so polished or perfect will have the effect of driving everyone away.

    Images

    By making some image that everyone can visualize, players will have something they can use. Often, this will be done by the use of maps, pictures, minis, handouts, and other tools. These will be helpful for showing what things are and where they are located. The key here is “helpful”, they are not needed. The best way to create the scene will be through good, descriptive words. Use every sense that the players and their character possess. Let them see the room, hear the screeching of metal, smell the fire smoke, whatever is usable. When done right, the players will feel as though they in the place their characters exist in.

    Who About?

    The PCs are the primary figures within the game. This will true regardless if they are starter character no better than some other NPC around or if they are ultra-powerful entities. This does not mean the King needs to bow to the PCs. Instead, events focused upon would be those the players will determine interesting and want to go for. Murder hobos should have those combat situations that they find exciting. Sherlock characters can get their mysteries. Whatever they players would desire to take will be involved in the adventure. The GM’s ego can factor in but keep the player’s interests at center stage.

    Steaks

    The best stories will challenge the antagonist in some manner. These games will be no different. The PCs should have something precious that they are at least tempted to surrender so they can reach the goals. The fighter using their ancient family sword might have to get it broken so they can defeat that foe. This rouge could be required to team up with this hated guild to gain the item needed. If there is only something gained, it will lead to boring sessions.

    Looped

    When the adventure ends, the PCs can travel back to the city they came from. The issue should be that they have been altered in some manner. They could attempt to retake the life they had at start, but they will now have a poor fit due to the changes forced upon them by the adventure. If the PC started as an enlisted in the police force, then they will discover that law enforcement is not workable. Instead, he should take a position as private detective. The adventure will change the PC, emphasize these changes.

    Next?

    There is an assumption that when the adventure ends, there will be some final closing scene. After that, there will be nothing leading everyone into the next adventure. This will usually be a bad way to end everything. A better alternative will be to make some closing that will either generate some hook for future endeavors. This could be as subtle as discovering a note that says something cryptic or more obvious like the guild master calling them and requesting their aid. If there is a lessen, it should be hidden throughout the campaign, not a club hitting everyone at the end.

    Telling a great story seem intimidating at first. When employing some simple tools, this goes from overwhelming to little apparent effort. There are no shortcuts, but comparatively simple tricks will turn that ho-hum story into the edge-of-the-seat run. With tension, players will drive the story for the GM. Keeping the human factor and keeping the focus on the PCs will make the players seem like they are the center of the gameworld. Through proper use of images, the world will seem as though it is a living, breathing world that entices those adventures. Having powerful steaks will make the efforts of the adventure worthwhile and drive everyone from one session to the next. Closing by showing the changes and encouraging future adventures will make is appear worthwhile. Then the players will have that excitement they will recreate for many years to come.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Creation #Decisions #Design #DnD #Games #Gaming #Methods #Principles #RolePlayingGames #RPG #Storyteller #Tools #TTRPG
  6. A boy stands alone in the middle of a square silently crying with wet chins and stiff pose. Everyone walked past by him, like if he is not even there. It feels like no one is seeing him. He breaks the silent. Tears splashes on the already wet concrete by his feet.

    A woman (you in the story) hears his cry and walks up to him and goes down to his eye level. "Why are you crying, sweetie", she asks. The boy looks at her, preparing for answering and says, "b-b-because I-I am all a-a-alone. I-I can't f-find my p-p-parents." The woman asks, "where are your parents?" "I-In heaven and I c-can't find the el-elevator t-to it".

    The woman remains speechless. What will you do?

    Continue the story. Each toot means a build to the story.

    Boost for a wider reach.

    #storyteller #storytelling #story

  7. A boy stands alone in the middle of a square silently crying with wet chins and stiff pose. Everyone walked past by him, like if he is not even there. It feels like no one is seeing him. He breaks the silent. Tears splashes on the already wet concrete by his feet.

    A woman (you in the story) hears his cry and walks up to him and goes down to his eye level. "Why are you crying, sweetie", she asks. The boy looks at her, preparing for answering and says, "b-b-because I-I am all a-a-alone. I-I can't f-find my p-p-parents." The woman asks, "where are your parents?" "I-In heaven and I c-can't find the el-elevator t-to it".

    The woman remains speechless. What will you do?

    Continue the story. Each toot means a build to the story.

    Boost for a wider reach.

    #storyteller #storytelling #story

  8. A boy stands alone in the middle of a square silently crying with wet chins and stiff pose. Everyone walked past by him, like if he is not even there. It feels like no one is seeing him. He breaks the silent. Tears splashes on the already wet concrete by his feet.

    A woman (you in the story) hears his cry and walks up to him and goes down to his eye level. "Why are you crying, sweetie", she asks. The boy looks at her, preparing for answering and says, "b-b-because I-I am all a-a-alone. I-I can't f-find my p-p-parents." The woman asks, "where are your parents?" "I-In heaven and I c-can't find the el-elevator t-to it".

    The woman remains speechless. What will you do?

    Continue the story. Each toot means a build to the story.

    Boost for a wider reach.

    #storyteller #storytelling #story

  9. A boy stands alone in the middle of a square silently crying with wet chins and stiff pose. Everyone walked past by him, like if he is not even there. It feels like no one is seeing him. He breaks the silent. Tears splashes on the already wet concrete by his feet.

    A woman (you in the story) hears his cry and walks up to him and goes down to his eye level. "Why are you crying, sweetie", she asks. The boy looks at her, preparing for answering and says, "b-b-because I-I am all a-a-alone. I-I can't f-find my p-p-parents." The woman asks, "where are your parents?" "I-In heaven and I c-can't find the el-elevator t-to it".

    The woman remains speechless. What will you do?

    Continue the story. Each toot means a build to the story.

    Boost for a wider reach.

    #storyteller #storytelling #story

  10. A boy stands alone in the middle of a square silently crying with wet chins and stiff pose. Everyone walked past by him, like if he is not even there. It feels like no one is seeing him. He breaks the silent. Tears splashes on the already wet concrete by his feet.

    A woman (you in the story) hears his cry and walks up to him and goes down to his eye level. "Why are you crying, sweetie", she asks. The boy looks at her, preparing for answering and says, "b-b-because I-I am all a-a-alone. I-I can't f-find my p-p-parents." The woman asks, "where are your parents?" "I-In heaven and I c-can't find the el-elevator t-to it".

    The woman remains speechless. What will you do?

    Continue the story. Each toot means a build to the story.

    Boost for a wider reach.

    #storyteller #storytelling #story

  11. RIP Rachel Naomi Remen, MD

    “As a medical educator, therapist, and teacher, she enabled many thousands of physicians to find individual meaning and purpose in the practice of medicine and thousands of patients to remember their power to heal.”

    I read her books early in my career, and in them saw how physicians can be storytellers, and how the art of storytelling makes us better physicians. I never had the opportunity to meet her, but some of my mentors did and told me how she changed (and saved) their lives

    She truly influenced our profession for the better. She was saving lives from #burnout before it was a buzzword

    #medmastodon #physicians #storyteller #obituary

    tns.commonweal.org/podcasts/ce

  12. RIP Rachel Naomi Remen, MD

    “As a medical educator, therapist, and teacher, she enabled many thousands of physicians to find individual meaning and purpose in the practice of medicine and thousands of patients to remember their power to heal.”

    I read her books early in my career, and in them saw how physicians can be storytellers, and how the art of storytelling makes us better physicians. I never had the opportunity to meet her, but some of my mentors did and told me how she changed (and saved) their lives

    She truly influenced our profession for the better. She was saving lives from #burnout before it was a buzzword

    #medmastodon #physicians #storyteller #obituary

    tns.commonweal.org/podcasts/ce

  13. RIP Rachel Naomi Remen, MD

    “As a medical educator, therapist, and teacher, she enabled many thousands of physicians to find individual meaning and purpose in the practice of medicine and thousands of patients to remember their power to heal.”

    I read her books early in my career, and in them saw how physicians can be storytellers, and how the art of storytelling makes us better physicians. I never had the opportunity to meet her, but some of my mentors did and told me how she changed (and saved) their lives

    She truly influenced our profession for the better. She was saving lives from #burnout before it was a buzzword

    #medmastodon #physicians #storyteller #obituary

    tns.commonweal.org/podcasts/ce

  14. RIP Rachel Naomi Remen, MD

    “As a medical educator, therapist, and teacher, she enabled many thousands of physicians to find individual meaning and purpose in the practice of medicine and thousands of patients to remember their power to heal.”

    I read her books early in my career, and in them saw how physicians can be storytellers, and how the art of storytelling makes us better physicians. I never had the opportunity to meet her, but some of my mentors did and told me how she changed (and saved) their lives

    She truly influenced our profession for the better. She was saving lives from #burnout before it was a buzzword

    #medmastodon #physicians #storyteller #obituary

    tns.commonweal.org/podcasts/ce

  15. RIP Rachel Naomi Remen, MD

    “As a medical educator, therapist, and teacher, she enabled many thousands of physicians to find individual meaning and purpose in the practice of medicine and thousands of patients to remember their power to heal.”

    I read her books early in my career, and in them saw how physicians can be storytellers, and how the art of storytelling makes us better physicians. I never had the opportunity to meet her, but some of my mentors did and told me how she changed (and saved) their lives

    She truly influenced our profession for the better. She was saving lives from #burnout before it was a buzzword

    #medmastodon #physicians #storyteller #obituary

    tns.commonweal.org/podcasts/ce

  16. 𝐖𝐡𝐚𝐭 𝐬𝐡𝐨𝐮𝐥𝐝 𝐚 𝐌𝐚𝐠𝐞 𝐒𝐭𝐨𝐫𝐲𝐭𝐞𝐥𝐥𝐞𝐫 𝐩𝐫𝐞𝐩𝐚𝐫𝐞 𝐦𝐨𝐬𝐭?
    #poll #storyteller

  17. 𝐖𝐡𝐚𝐭 𝐬𝐡𝐨𝐮𝐥𝐝 𝐚 𝐌𝐚𝐠𝐞 𝐒𝐭𝐨𝐫𝐲𝐭𝐞𝐥𝐥𝐞𝐫 𝐩𝐫𝐞𝐩𝐚𝐫𝐞 𝐦𝐨𝐬𝐭?
    #poll #storyteller

  18. 𝐖𝐡𝐚𝐭 𝐬𝐡𝐨𝐮𝐥𝐝 𝐚 𝐌𝐚𝐠𝐞 𝐒𝐭𝐨𝐫𝐲𝐭𝐞𝐥𝐥𝐞𝐫 𝐩𝐫𝐞𝐩𝐚𝐫𝐞 𝐦𝐨𝐬𝐭?
    #poll #storyteller

  19. 𝐖𝐡𝐚𝐭 𝐬𝐡𝐨𝐮𝐥𝐝 𝐚 𝐌𝐚𝐠𝐞 𝐒𝐭𝐨𝐫𝐲𝐭𝐞𝐥𝐥𝐞𝐫 𝐩𝐫𝐞𝐩𝐚𝐫𝐞 𝐦𝐨𝐬𝐭?
    #poll #storyteller

  20. 𝐖𝐡𝐚𝐭 𝐬𝐡𝐨𝐮𝐥𝐝 𝐚 𝐌𝐚𝐠𝐞 𝐒𝐭𝐨𝐫𝐲𝐭𝐞𝐥𝐥𝐞𝐫 𝐩𝐫𝐞𝐩𝐚𝐫𝐞 𝐦𝐨𝐬𝐭?
    #poll #storyteller

  21. A unique #theatrical #performance inspired by #Yiddish #folktales features dead #Jews dancing at a cemetery, a prophet appearing in the form of a bunny rabbit and a stone-munching worm named Shamir. It all takes place within the confines of a 2’ X 4’ box known as a #cranky and it’s coming to #NewYork later this month as part of the International #Puppet #FringeFestival.

    For those unfamiliar with the decidedly low-tech medium, #crankies are portable stages through which a panorama is scrolled by cranking a pair of wooden dowels. The characters and scenery on the scroll are usually accompanied by #narration and #music, in this case a live #klezmer trio. In backlit crankies, #shadowpuppets can also be used for characters.

    The cranky performance of #ShternaandtheLostVoice was created by the #MagidEnsemble, a far-flung interdisciplinary collective that includes a #storyteller, a #graphicartist and three former members of the #Boston klezmer band #Mamaliga."

    jewishpostandnews.ca/uncategor

  22. A unique #theatrical #performance inspired by #Yiddish #folktales features dead #Jews dancing at a cemetery, a prophet appearing in the form of a bunny rabbit and a stone-munching worm named Shamir. It all takes place within the confines of a 2’ X 4’ box known as a #cranky and it’s coming to #NewYork later this month as part of the International #Puppet #FringeFestival.

    For those unfamiliar with the decidedly low-tech medium, #crankies are portable stages through which a panorama is scrolled by cranking a pair of wooden dowels. The characters and scenery on the scroll are usually accompanied by #narration and #music, in this case a live #klezmer trio. In backlit crankies, #shadowpuppets can also be used for characters.

    The cranky performance of #ShternaandtheLostVoice was created by the #MagidEnsemble, a far-flung interdisciplinary collective that includes a #storyteller, a #graphicartist and three former members of the #Boston klezmer band #Mamaliga."

    jewishpostandnews.ca/uncategor

  23. A unique #theatrical #performance inspired by #Yiddish #folktales features dead #Jews dancing at a cemetery, a prophet appearing in the form of a bunny rabbit and a stone-munching worm named Shamir. It all takes place within the confines of a 2’ X 4’ box known as a #cranky and it’s coming to #NewYork later this month as part of the International #Puppet #FringeFestival.

    For those unfamiliar with the decidedly low-tech medium, #crankies are portable stages through which a panorama is scrolled by cranking a pair of wooden dowels. The characters and scenery on the scroll are usually accompanied by #narration and #music, in this case a live #klezmer trio. In backlit crankies, #shadowpuppets can also be used for characters.

    The cranky performance of #ShternaandtheLostVoice was created by the #MagidEnsemble, a far-flung interdisciplinary collective that includes a #storyteller, a #graphicartist and three former members of the #Boston klezmer band #Mamaliga."

    jewishpostandnews.ca/uncategor

  24. A unique #theatrical #performance inspired by #Yiddish #folktales features dead #Jews dancing at a cemetery, a prophet appearing in the form of a bunny rabbit and a stone-munching worm named Shamir. It all takes place within the confines of a 2’ X 4’ box known as a #cranky and it’s coming to #NewYork later this month as part of the International #Puppet #FringeFestival.

    For those unfamiliar with the decidedly low-tech medium, #crankies are portable stages through which a panorama is scrolled by cranking a pair of wooden dowels. The characters and scenery on the scroll are usually accompanied by #narration and #music, in this case a live #klezmer trio. In backlit crankies, #shadowpuppets can also be used for characters.

    The cranky performance of #ShternaandtheLostVoice was created by the #MagidEnsemble, a far-flung interdisciplinary collective that includes a #storyteller, a #graphicartist and three former members of the #Boston klezmer band #Mamaliga."

    jewishpostandnews.ca/uncategor

  25. A unique #theatrical #performance inspired by #Yiddish #folktales features dead #Jews dancing at a cemetery, a prophet appearing in the form of a bunny rabbit and a stone-munching worm named Shamir. It all takes place within the confines of a 2’ X 4’ box known as a #cranky and it’s coming to #NewYork later this month as part of the International #Puppet #FringeFestival.

    For those unfamiliar with the decidedly low-tech medium, #crankies are portable stages through which a panorama is scrolled by cranking a pair of wooden dowels. The characters and scenery on the scroll are usually accompanied by #narration and #music, in this case a live #klezmer trio. In backlit crankies, #shadowpuppets can also be used for characters.

    The cranky performance of #ShternaandtheLostVoice was created by the #MagidEnsemble, a far-flung interdisciplinary collective that includes a #storyteller, a #graphicartist and three former members of the #Boston klezmer band #Mamaliga."

    jewishpostandnews.ca/uncategor

  26. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  27. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  28. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  29. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

    Please refer this blog to your friends and family. If you use this link, everyone will receive a bonus.

    There is a Spring Store that one can obtain all that wonderful merchandise. Please visit this site for all your great gaming products from Asp the Gamer. They have everything that makes all your games better.

    Make a one-time donation

    Your contribution is appreciated.

    Donate

    Make a monthly donation

    Your contribution is appreciated.

    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  30. Me, Teller of Stories

    People like to tell stories. At times, this could be to make something else seem more interesting or important. Other times it could be to get out of, or into, something. Among people who play tabletop role playing games (TTRPGs), the primary purpose will be to entertain everyone. Regardless of the reason, all good stories will possess six primary items.

    Goal?

    At the core of every story will be some goal. This could be to clean the dungeon, locate some important figure, gather information (usually for some powerful organization), or essentially anything. This goal could be directly stated or implied. At times, the player characters (PCs) will be given their choice of several goals on some bulletin board in the game. The design of that bulletin board could vary depending upon the nature and setting of the game. A fantasy game would have a large wooden board that people post these goals on while a scifi game would require the PCs to access some electronic site for this. Another way to state the goal would be interactions with some important official from the government, organization, business, or other source. This could be where the King summons them for an audience, a business representative will request their aid, or any other form of stating the goal. A third way would be to accidentally encounter the goal. That could the PCs traveling to some city and meets some bandits with information they need. They encounter a derelict spaceship sending out a recorded call for assistance.

    Audience?

    The nature of everyone will make a powerful impact upon how the game advances. A group of murder hobos would be interested in how much (and powerful) combat they would encounter. If there are Sherlock type players, they would desire a worthwhile mystery. Other types will each have their preferred style. While everyone would be willing to attempt other styles, this preferred style will carry them to the end in the most exciting manner. Most groups will involve multiple types, so it will prove to be challenging to entertain everyone all the time.

    Detailed?

    As the person creating the story, it would be easy to believe that the players are all that one needs to consider. However, one needs to consider that as the game master (GM) you are still a player as well. This means both that you must entertain yourself as well and bring in aspects of yourself in addition to bringing in aspects of yourself (which the players will also be doing). If the goal is to rescue this important official, then make that official to be the in-game version of yourself.

    Body Language?

    TTRPGs tend to have little in the way of physical activity. This does not mean they are motionless. People love to exaggerate things through arm movements, show force with table pounding, attention with eye position and movement, among much more. Also, do not forget the importance of voice. A quiet, muttering voice could indicate indecision, while one highly accented might be either high or low intelligence. All of these can be performed while still around the game table. The better one gets at these, the better the game itself will get.

    Clear? Concise?

    No matter how good the goal is, knowledge of the audience, and use of personal details and body language, the game will still have troubles if the players are unable to understand what is going on. When things are described in a manner that everyone can understand, then they will be more excited and want to go through. This means that things should be explained in some manner that the players will understand with little trouble. Being to the point is not always the best solution. There could be instances where using less-than-certain language and manners will be preferred. This could be saying the sword slices through the opponent with blood spurting toward the attacker. Those Sherlock players might desire a description of the scene as being not simply cluttered but mentioning where and how everything is laid around.

    Most Important!!

    The final issue is the most important. It is also the most forgotten. This is to practice and ask for feedback from everyone. Many GMs will assume that by being the game master every (or most) sessions will be enough to satisfy the practicing. As with any activity, the more (and better) one works out will make them improve. It is not as simple as running the game. Just doing that can lock in terrible practices. This is where feedback is important. The players should be willing to tell you where things are weak, or general improvements could be done. Through listening to this advice, a GM make real improvements that makes the game better.

    At its core, TTRPGs are a form of storytelling. Some tellers will perform better than others will. Regardless how good someone is, there will always be room for improvement. There are some core traits that great storytellers will employ to make their stories better. They will attempt to gain knowledge of the group before they even enter the place. That will allow them to tailor the story in a manner they will find amusing. By bringing in some goal, players will be driven into the place and adventure desired. Through personal details from everyone, they will find things that bring them into the story. Body and vocal language will enhance details that are seen as important or deemphasize aspects that are less important. Through clear and concise details, players will be able to know what is the most desirable way of operating. By getting feedback in a timely manner, the storyteller will know where and how they should improve. With all these, everyone will obtain great stories to be able to recreate over several years.

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    Donate monthly #Attributes #Creation #Decisions #Design #Games #Gaming #RolePlayingGames #RPG #Storyteller #TTRPG
  31. Stop Short
    by Kevin Ahern

    When a storyteller
    Makes you wail
    It’s time to go
    Cut off his tale

    #funny #comedy #laugh #silly #verse #poetry #poem #story #storyteller #tale #wail

  32. This morning's #workout #music is from PJ Harvey doing a live set in 2004 at the pinnacle of her powers. Really great set of some of her best music. Genius.

    youtu.be/LlQlbJnAmg4
    #Rock #StoryTeller #WomenInMusic #KettleBells #wellness

  33. This morning's #workout #music is from PJ Harvey doing a live set in 2004 at the pinnacle of her powers. Really great set of some of her best music. Genius.

    youtu.be/LlQlbJnAmg4
    #Rock #StoryTeller #WomenInMusic #KettleBells #wellness

  34. This morning's #workout #music is from PJ Harvey doing a live set in 2004 at the pinnacle of her powers. Really great set of some of her best music. Genius.

    youtu.be/LlQlbJnAmg4
    #Rock #StoryTeller #WomenInMusic #KettleBells #wellness

  35. This morning's #workout #music is from PJ Harvey doing a live set in 2004 at the pinnacle of her powers. Really great set of some of her best music. Genius.

    youtu.be/LlQlbJnAmg4
    #Rock #StoryTeller #WomenInMusic #KettleBells #wellness

  36. This morning's #workout #music is from PJ Harvey doing a live set in 2004 at the pinnacle of her powers. Really great set of some of her best music. Genius.

    youtu.be/LlQlbJnAmg4
    #Rock #StoryTeller #WomenInMusic #KettleBells #wellness