"The route taken by Hawkeye lay across those sandy plains, relived by occasional valleys and swells of land, which had been traversed by their party on the morning of the same day, with the baffled Magua for their guide. The sun had now fallen low toward the distant mountains; and as their journey lay through the interminable forest, the heat was no longer oppressive. Their progress, in consequence, was proportionate; and long before the twilight gathered about them, they had made good many toilsome miles on their return.
"The hunter, like the savage whose place he filled, seemed to select among the blind signs of their wild route, with a species of instinct, seldom abating his speed, and never pausing to deliberate. A rapid and oblique glance at the moss on the trees, with an occasional upward gaze toward the setting sun, or a steady but passing look at the direction of the numerous water courses, through which he waded, were sufficient to determine his path, and remove his greatest difficulties. In the meantime, the forest began to change its hues, losing that lively green which had embellished its arches, in the graver light which is the usual precursor of the close of day."
There is the text, like thousands of other texts scattered in a hundred languages in the long, winding path of human history. A travelled route; knowledge of the land that permits choosing the correct path and signs that the forest is changing as the route is gone over. The gripping pace of the text, published in 1840, sentence upon graceful sentence, pulling the reader along. In the story, pursued and pursuers, struggling to find rest, food, enduring the savagery of the wilderness, outwitting and overpowering the enemy. Translated to D&D, the party struggling to rescue an ally, or one of their own; blindly rushing into the wilderness, hoping to happen upon the enemy in time. The DM, painting each scene — and not one! But scene after scene, using the changes to lay out possibilities of ambush, hunting for a sign, desperately crossing an open lake in potentially full view of an enemy ... never knowing exactly what horrific way the collection of scenes will play out.
To build these scenes from a start of some kind, the DM must invent a thread. Something that's found, someone that's encountered, some event that's witnessed, with a strong enough impact to make the players eventually engage. How or why they should depends on what thread we invent; but it is only one thread. As the players continue, we invent others, inserting each into the right moment, creating amounts of curiosity, indignation, compassion for others in pain, avarice ... or whatever it takes to make the players wade in and start swinging.
That I don't have a simple formula that allows the gentle reader to "just do it," I apologise. There is no formula. 6,000 years of building stories and tales, no one has yet invented a "formula." Steal a scene. Steal a dozen scenes. Cheat the players by making them believe they're seeing something new. And if you do this for 20 years, you'll learn instinctively how these things are patterned, and how they're made without having to steal. But if anyone here thinks I'm going to whip out a simple guide for "how to be really clever in making up shit," you're a gawddamned fool.
If the reader is able to apply one tiny thread of the fabric I'm trying to describe, so that it raises one player's eyebrow, you will have accomplished a miracle. You will have done something for which there is no class, no coursework, no handbook, no youtube video, no blog post, no shortcut. You will have done something artistic.
Don't expect so much so soon.
It'll come.
Those posts in which you are exploring revelations that had not previously occurred to you and forcing yourself not to rant or retrace previously covered ground have been among your best, most helpful writings for me.
ReplyDeleteAnyone who thinks reading a hundred thousand words is going to give them the same benefit as thousands of hours of actual practice is a fool who should go see the nostrum wizards on the coast for a quick fix instead of hanging around here expecting to get one.
Nevertheless, there is great value in sharpening the development of one's practice by reading theory, such as many of your best posts are, but also observing the practice of others who have honed their skills over thousands and thousands of hours of practice. Your posts in which you describe your DMing practice, especially with "behind the scenes" commentary on it, have been extraordinarily helpful to me as well.
This is a fascinating series that I'm going to need to ponder for quite a while.
ReplyDeleteI took up hiking over the last year, and there are many times I look at the terrain features and think "This would be great in a game." Whether it's as a monster lair, a place for the party to rest, or the perfect place for an ambush, there's definitely inspiration to be found from the natural world.
These posts are great. I'm always baffled by people who ask authors or artists where they get their inspiration from, it's as if the questioner doesn't have their own experience or imagination and is never inspired or works for something...
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