Tuesday, August 23, 2022
Deciding Why Things Are
Tuesday, August 16, 2022
Deciding What's Real
"The players enter a goblin lair, lay waste to thirty or forty goblins over two visits, only to discover that the goblins are actually being run by three drow elves. In chasing down the drow, the players learn that the drow are in fact being funded with weapons and other things by a local human squire whose land is near the original goblin lair.
"So, that's two layers of deception against the players: first, these are not just goblins, second, the drow are not acting independently ... and we can learn further that the squire is specifically urging the drow to use the goblins to raid human lands the squire wants to buy.
"So, the players seek out someone strong enough to take on the squire; they locate a knight, provide the evidence and the knight agrees to join their expedition to root out the squire. ONLY, we discover soon after that the squire is in fact in the employ of the local noble Baroness, to whom the knight owes fealty; the knight succumbs, as he's sworn to GOD to remain faithful to the Baroness ... but he enables the party to escape, even though the Baroness has ordered the knight to kill them.
"Now, the party is fleeing the Baroness and her various subordinates ... and runs into the hands of others who HATE the Baroness. And so on.
"As each layer of the onion is pulled back, the players come closer and closer to the truth of what's going on, are never personally deceived against but ARE subject to the story changing and changing. Meanwhile, they acquire levels and speak among themselves of the day they'll reach a sufficient level when they'll KILL EVERYONE and let God sort it out.
"Suppose that instead of getting inveigled into a war between the Baroness and her enemies, the party asks the knight, "To where are you bound?" Whereupon he answers, his anger risen and his taste for the locale dissolves, "My only chance to redeem myself is to find a better place than this, outside the Baroness's control. I've heard the borderlands against the Ottomans are threatened more than ever; I shall journey to Kosice and see if I can be of use there."
"Whereas the party is free to decide ... do we remain embroiled in this, or perhaps take up with the knight and see what we can do on the borderlands? The party discusses it, makes up their minds and the campaign goes forward."
Very well, how is this done?
A skill you must master is the ability to see a given situation as others would see it, apart from yourself. When you present a scenario that you understand from top to bottom, with every intricacy available to your own perspective, you must ALSO be able to see that scenario from the player's point of view, as people who have not yet learned everything about it — and in fact, probably never will learn "everything." The beginnings of this skill allow us to present each room of a dungeon in a careful and precise manner, so that we give hints as to what the players see, without stating too much.
We'll break this down, but first consider — it means that your perception of reality is not that of the players ... but it will be that of the players, given time. It matters that we understand how the player's perception scales upwards over time, and that each stage upwards upon that scale changes the participant's understanding of the DM's setting, the DM's style of gaming and the player's attitude towards which goals they want to achieve. D&D is a fantabulously fluid game, if the DM is willing to take the game as far as it can go ... and that fluidity is greater than any human endeavour except life itself. The player that sits down in the campaign today is NOT the same player who sat down in the campaign a year ago ... and if the setting does not advance in pace with the player's perspective, the player must ultimately feel restrained, bored and ready to quit your game.
This comes as a shock to many DMs who keep doing the same thing with the players month after month, who can't understand why the players are complaining now when six months ago everything seemed fine. "What wrong?" these DMs ask. "I'm running the same game they've liked up until now. How come the players have changed?"
Because they've been there. They've done that. And the DM must recognise it.
Now, we can try to keep the player's interested by upping the stakes, essaying to create bigger and bigger in-game events with bigger payoffs ... but when I consider plans of this kind I'm reminded of Robert Louis Stevenson's The Bottle Imp, in which the MacGuffin will give us everything we ask for, except that eventually we're doomed. Because, in fact, eventually one runs out of "bigger" and the campaign collapses under its own weight, with nothing to offer in the end except disappointment and ultimately the same result than if we'd done nothing and let the campaign die.
Lessons in life teach that gimmicks will kick a can down the road, but won't make the can go away. It's always in front of us, and eventually we'll get tired of kicking it. What's wanted is a sustainable, practical approach that, like the examples I gave to Pandred and Shelby, allows the campaign to unfold progressively and, effectively, forever.
This, however, requires that the DM cannot run "the same game" for any length of time. The DM has to progress and change as the players do ... and this is easiest if the DM begins the game way, way below what the DM's already prepared and able to offer.
Like the need to possess both our own and the player's perspective when laying out some scenario in the campaign, with ALSO must have the insight to perceive how those perspectives are going to evolve over time. Today I'm running a simple hack-and-grab campaign with the party and a bunch of orcs ... but that's not going to be enough in two or three sessions, so we'll adjust the campaign by providing a tiny shred of intrigue into the game, in the form of the hidden drow elves who are manipulating the goblins from behind the scene.
My etymology dictionary describes "intrigue" as originating from the Italian verb, intrigare, which means to plot, meddle, perplex and puzzle. The Italian word derives from the Latin, intricare, which means to entangle, perplex and embarrass. Let's look carefully at these six words, as "perplex" is mentioned twice.
Puzzle is used all the time in D&D, but unfortunately too often it's used in the sense of a situation that needs to be manipulated or guessed at until it's solved, whereupon the obstruction can be forgotten. Puzzle is much more interesting in the sense of causing the players to feel confused because they cannot understand or make sense of something that's going on. Within our example, at the beginning of the adventure with the goblins, we've deliberately with-held the involvement of the drow elves. Therefore, naturally, the players have no reason to think they're dealing with anything except goblins. At some point, we want to tell them they're dealing with more than that ... but we don't want to tell them outright! No. We want them to find out slowly. Bit by bit. We want to provide some kind of clue — not in the sense that the clue will help them understand the puzzle, but in the sense that the clue passes along the knowledge that there IS a puzzle ... which the players cannot see. All they know is that something's going on here which they cannot know.
When we know that there's something going on, that we cannot know, this drives us crazy. And forward. We don't understand what it is ... we're puzzled ... but we do understand that it's out there and we want a bigger piece of it.
Perplex is very close to puzzle, except that it also conveys the emotion of not believing what we've just learned.
I'll give you an example from the real world. This movie, 1968's Finian's Rainbow, was the same director who did this movie, four years later, 1972's The Godfather. Whose nephew is, I kid you not, Nicolas Cage. Altogether, it seems kind of fucked up, doesn't it?
Perplexing the players is an excellent tactic in that, first, when they find out the goblins are in fact in the employ of drow elves, there's a high probability that they'll assume the DM is kidding. Most assuredly, that there's got to be something else in this that makes this association make sense. And even if it doesn't, the very fact of it forces the players to change their preconceptions about the game world and it's possibilities, which in turn forces them to see the game world as bigger than what they previously thought it was. Which is a very good reason not to maintain standard setting behaviours too closely.
This is why having elves feel a certain way about dwarves is an example of STUPID game design. And rather lazy writing also ... looking at you, Mr. Tolkein. Arguing that it's more believable for races to have a certain antipathy towards each other is a terrible trap if what you want is to create interest and not boredom. Things that are easy to believe are boring. Our goal is to take something that is fundamentally unbelievable and make it believable ... and therefore, astounding.
Plot is an interesting word. It begins as a word for a small piece of defined ground, such as a place to inter a body, and advances over several centuries to also mean to contrive a secret, fully formulated scheme, usually for some evil purpose ... such as, for example, how to get a body into a plot without anyone knowing how it was done. The word shares an accidental association with the French, complot, which means to scheme together, so that the word "plot" became famously connected with November 5th some 400+ years ago, as a conspiracy and evil scheme to blow up parliament.
Curiously, with the Gunpowder Plot having occurred in 1605, by the 1640s the word "plot" became associated with the set of events that take place in a story or play. It's easy to see how ... while a conspirator must puzzle out how to build a sequence of event that will allow them to "take over the world," the writer must contrive a similar series of events, sorting out how to make a collective set of events come together and form a coherent whole.
And so, with D&D, we come once again to the DM creating a "story" for the game, when in fact what the DM should be creating is a PLOT. An active, devious set of circumstances that will, step by step, like in a narrative, with us witholding each bit and piece of information until the proper time, reveal it's evil import to the players. The drow control the goblins, but the REAL plot is that the Squire is behind all this ... or is he? No, it's the Baroness who's behind the Squire!
Think of these events like a dungeon room. The players are given a description, which encourages them to check out the pond, and then the statue in the corner, and then the loose stone in the middle of the floor, which they pry up ... and discover underneath it, my gawd, it's the Baroness, and she's got a Staff of the Magi!
The more intricate we can make the plot, the better. The more plots we make, the better at it we'll get. The players can make plots also. When I was a player, I immediately began plans to lead rich people into dark alleys where I and the other players could kill them. Soon after, I was bribing guards, not to let me through some gate, but to let me know WHO was being let in the game and WHEN they tended to leave. Then I could sit nearby the gate, watching a young boy acting as my agent, for the moment when he would take a handkerchief out of his pocket to wipe his face ... which would mean the baron had left the castle in his carriage ... and so on. See, I'd seen this movie, 1963's The Great Escape, years before I'd heard of D&D.
Furthermore, it's possible to have more than one plot going on at one time. While the Squire and the Baroness are doing their thing, there's a completely unrelated situation where two young lovers, one of whom is the daughter of the Burgher, are planning to murder her father and escape with a horse, thousands of gold pieces and the male lover's brother, who happens to be in a dungeon inside the Baroness's keep. He's got a key to the siege door, but he hasn't found the nerve yet to set the plan in motion ...
Meddle is a verb. It means to interfere in, or busy oneself with, matters that are not of our concern. That is, the players who are meddling in the goblin's lair, or rather in that of the drow elves', and in turn into the Squire's plans and so on. The Squire is meddling against the law's usually method of enabling the acquisition of land, while the Baroness is meddling in everything. And this is the point. Powerful people, who want their way, and don't want to wait, and don't care about piddling meaningless people like player characters, meddle. That's what they do. It's the way they meddle, and the steps to which they'll go, either as part of a plot or just because they don't give a damn, that's so interesting.
And yes, the players are the biggest meddlers of all, and the worst, because they tend to meddle into things about which they haven't a fucking clue. They just meddle because it's fun.
What meddling tends to do is set people off against other people. It frustrates people in their plots, urging them to act rashly and emotionally, causing things to happen that wouldn't have happened if they'd bided their time and not over-reacted. The drow elves could just get more goblins, but they don't. They let themselves — eventually — be seen, which they shouldn't have; and this makes the Squire out himself, when he shouldn't have; which justifies the knight stepping in, which causes the Baroness to involve herself directly against the knight, which only exposes herself to the party, who wouldn't have known about her existence if she'd let the knight kill the squire. After all, she could just get another squire. She'd still technically have the knight.
Entangle is thus the situation here. The DM is put on the spot of deciding how the unpredictable party's actions ought to cause others to react, rightly or wrongly, which progressively makes the whole affair an utter mess, as people are doing things they shouldn't be doing, against each other. In the case described, "entangle" means to involve others in difficulties or complicated circumstances from which it's difficult to escape.
Now, what in the game makes it difficult for the players to "escape"? Well, there's always money on the table, which they might get, or money they might lose, or money they might have to give up on getting. And the players also feel insults and oneupmanship just as anyone else. When the Baroness scoffs at a threat the party makes, calling them "little children" who ought to head back to their rocking horses, while "adults" control the world, players tend to take that kind of thing pretty seriously. They, too, can be spurred to act rashly by others telling them not to meddle, or not to enrich themselves. That keeps the party quite entangled with what's going on, even though they probably could just walk away.
Which leads us, finally, to embarrassment. That is, what the party will feel if they run away with their tails between their legs. Curiously, it's also what they'll feel if they stick around, and things don't go so well. Time and time again, the party will pause, find themselves getting deeper into the various entanglements, like quicksand, and say, "Why don't we just quit" ... and someone will answer, "I'm not quitting until that bitch gets hers," or "I'm getting something for all this trouble; when we find the squire's hoard and we kill that bastard, then I'm good to go."
Okay.
From all this, you should have an idea of how differing amounts of knowledge about what's going on has the capacity to keep moving the goal posts and pull the players deeper into the mire.
As a DM, we want to give them some, but not all, the information we have. We want to do it progressively, at the right time.
Each time we do that, we change the player's perception of reality.
Thus, we decide what's "real." For now. Until we're ready to give more information.
Knowing when to do that comes from recognising when the players need more information to keep going ... and not to lose their taste for what's happening. Withold too hard, and the players will quit out of frustration and lack of new information ... just as many, many people quit watching TV shows when they won't get to the point. Or the next action sequence. Or when they drown us in details that don't fucking matter to the reason why we're here. Looking at you, Marvel Studios.
We need a feel for that. We want to give them information with an eyedropper ... in part because exposition is easy when it's just one sentence long. But too long between dollops and the players WILL stage an insurrection ... so when an information dump is needed, we've got to wade in and pour information out like rain.
At the same time, until the very, very end, we always want something left to tell. That's what a "plot twist" is. But plot twists are predictable, usually badly thought out and, after 90 years of film, boring. Simple clarification is better. The whole thing was a sled. After four years his wife married a dentist. In the end, it's about hope.
Even then, we can't have solved everything. Okay, we stopped the wedding, we got out of the church, we fled to our freedom, we caught the bus before it pulled away, and we're together ...
... and now what?
P.S.,
Sorry for the various unexplained movie references. I'll answer any queries about those in the comments, if anyone cares to ask what they're from. I don't expect everyone to have seen every movie.
Saturday, August 13, 2022
Deciding on Monsters
Wednesday, August 10, 2022
The World Turtle Bears the World
I know my readers have been waiting. Forgive me for a little preamble first.
Sterling, I got the book. I picked it up from my mailbox just before heading out today, so I've been able to glance through it and read your kind letter. My grandmother was also a schoolteacher.
After not driving for 20 years, my partner Tamara has spent the time since the relax of Covid here in Canada chasing all the details that would let her regain her driver's license. This involved communicating with the Michigan bureaucracy, where her last license was issued, getting Alberta to believe Michigan, retaking her learner's license test, taking driving courses to invigorate her driving habits, taking the test twice and passing, as of Thursday six days ago. Tamara was anxious to get a car as soon as possible, so the last days have been filled with a visit to the bank, arranging financing, finding a car and then buying one, which we did yesterday, amid a rather ludicrous car price inflation that's ongoing. We got a good deal on a Ford Edge. Today, we took it out for a five hour drive around outside the city, visiting a provincial park and regaining some of our skills (driving comfortably in a new car for Tamara, navigating for me). Once upon a time I had an interest in being a navigator for a rally car, but no opportunity to pursue that ever emerged.
Tomorrow, I'll be getting a full analysis from the lab for my yearly checkup; I've had to wait two months for an appointment. It's possible I have a hernia; that's added to the list of other old man diseases I might have. No biggie, but it helps fill up the week.
Then, Sunday, on the 14th, Tamara and I will be getting married. We've been together continuously since March 30, 2002, so it's going to be a very simple ceremony. We have the license, there's no need for a blood test and the arrangements have been made. Just one more thing on my plate. Otherwise, it's been work, exercise and juggling advice about cars, marriage brokers and other minor details. This is why I haven't undertaken the post I promised.
Gee. I hope I remember what I was going to talk about.
Looking around for a neutral example to discuss, to kick off a campaign description, this comes from the one drive page from the Blue Bard, discussing Geoul. I plan to discuss it out of context; if you'd like it IN context, read as much as you can. It's time well spent.
"Bablemum, the great sultanate of the utter south has long been protected from its arch enemy, the Society of the Jaw: this by virtue of powerful leaders and, according to common myth, a seldom spoken of secret organization known as the Esoteric Order of the Twilight Princess.
"You live well, plying your trade and making reasonable money. But recent years have brought unrest to your heart and you begin longing for something more.
"Inquiry and risk draw you south, across the Six Kingdoms, to the quaint, hibiscus shadowed lanes of Geoul. Geoul is an ancient town of vineyards, scholars and painters, and there you receive your initiation into the Esoteric Order of the Twilight Princess -- hopeful that your new title "Secret Master" will begin your path to greater things. But shortly after joining this secret society, the building you were initiated in burns and the man who inducted you, a Master Elect of Nine named Nihs'Lohc, vanishes without trace."
I said with the last post that you'll decide the life the players will live ... here, they're being told that they're an initiate, which brings responsibility and awareness of a JOB the players will have in the campaign. Succeed, and they're doing what's expected of them. Fail, and there will be consequences. If the EOTP works like most like orders, don't expect a lot of gratitude for doing their job. That's why we're initiating them in the first place.
This sets a powerful tone for the engagement of the players, one utterly different from the one I set in my world, but NOT wrong. This is important. When I said that the campaign needed an ethic, I absolutely did not say it had to be my ethic. Here is an ethic. Here is a path to greater things (not necessarily known to a mere initiate). Further, here's personal responsibility. Their mentor, the guy that got them here, disappears and leaves them to bear up on their own. "Get with it soldier. Don't fuck up."
I said that you'll decide the monsters that will try to kill the players, and where they dwell. What is the "Society of the Jaw"? Do you think it's solved by one adventure? By a string of adventures? This is an arch enemy to a great sultanate. Whatever The Jaw is, there are members in every village; in every round table; secretly camped near every military post; in elaborate tunnels under every city quarter; attached to every priesthood ... indeed, hiding under a lettuce leaf in the players' garden. The Jaw are everywhere ... and they are the players' deepest, darkest nightmare of an enemy. No where is safe, and no one can be trusted. There are no "adventures." There is a continuous, fluid power struggle that moves seamlessly from day-to-day. Victories are as momentary as keeping back the tide; defeats are the smashing apart of age-old institutions and whole cities. The moment the party finishes off the "big bad" in his lair, which they've spent twenty sessions getting to the bottom of, they must dodge an assassin's knife seconds before they learn that all this effort has been taken to kill a mere lieutenant. There is no final victory, no final end to some episodic adventure. NO, there's life. Theirs, the world's, the battle to defend what's good, and their will to go on. That is all.
I said that you'll decide what's real and what lies the players will be told. Do the players really believe that these quaint, hibiscus shadowed lanes are what they appear to be? Are they so foolish to think that the vineyards, scholars and painters are merely what they look like? What is this entity they've been drafted into? Are they truly the enemy of The Jaw? Or ARE they The Jaw? Do they know? They cannot know. They must decide on the evidence before them, from running to running, whom they really serve ... and what might be the true nature of what these beings pretend to represent. They're not granted the luxury of absolute knowledge about right and wrong. No one is. For all they know, they're serving the enemies of Bablemum, and not it's protectors; for all they know, they're comfortable with that. Perhaps there's no good reason to defend Bablemum at all. In any case, it's up to them to decide. This is THEIR life. THEIR loyalties and actions. THEY must choose the best path for themselves ... while always being careful what they trust.
After all, I said that you'll decide why all the things in your world live and what they want and what they'll die to defend — except the players. The players are hurled into this maelstrom without guides, without assurances ... unless as a DM you're stupid enough to give it to them. As DM, you hold the key to your setting. The PLAYERS must find their own key, to unlock how to survive the DM's setting. This is the game.
Let me draw on another quote from the Blue Bard.
"Here, you can see a fleshed version of the Country of Ormolu (formerly known as Wardale) and the city of Sanctuary that abuts the Marches. A good deal of player time has been spent in this vicinity, investigating the ruins of Copper Grove, exploring the Misthalls and Amharc Mountains, braving the crags of Geir Loe (the great peak that overshadows Sanctuary) and striking out on perilous missions into the march land."
I wrote with the last post, you need a place for the player characters to start. Here it is. And on the surface, suffering from the mindset with which D&D has poisoned you, you foolishly look at the above description as a series of "adventures." But is it? Are there any words in the above that state clearly that there's been an end to any of these activities? Does "investigating the ruins" state clearly that the ruins have been cleaned out, or that the investigation is closed? Is there no more exploring of the mountains and crags left to do? Are "missions" a short hand for "adventures," with a beginning and an end, or are they in fact just temporal raids in an ongoing, potentially life-long operation where a thousand raids would still not clean out every villain, monster and demon from these awful places?
It depends on how you see it. The "adventure" model is a stupid child-like perception of social realities ... the sort of thing that we watched naively when we believed that once the cops arrested the drug dealers that "closed the book" on drug crimes for good. Nothing ENDS! And why should it? Why shouldn't another visit to the Copper Grove or Misthalls reveal yet one more secret, one further deeper undiscovered place, one other game changing fact that obliterates all our foregoing preconceptions? Would you care as a player? Would the ennui of knowing that you'll never kill every last orc, or root out every last evil treant from this forest, or kill the last city rat, sour your desire to play D&D? Not me. Not any serious player I've ever encountered. Imagine bringing out another orc and have the players cry, "But I thought we killed the last one! This sucks!" More likely, "O gawddamn, another? All right, I'll kill it ... you get the next one."
The mountains, the ruins, the halls and the march lands are always there, always ready for another sojourn, as soon as we recoup, attend to a few matters at home, clean out the chicken coops and whatever. This makes sense in the game world. The problems don't just go away. They're not just solved. At first level, they're surface problems ... but as the players go deeper, they find their original perspectives adjusted; they realise the orcs are just dupes, that the real evil is something worse ... until later on they realise how unsophisticated and artless was their earlier comprehension. These initial problems are just turtles standing on the backs of turtles ... and it's turtles all the way down. What really makes the world turn; what really drives the model; that's yet to be known. But when it is learned, wow. It'll blow the players' minds.
Yes, I'm saying that if you think you know what the ethic of my game world is, that's only because you've only played or seen the surface. There are things about my world that I've never told anyone. And they're BIG.
I said that as a DM, the monsters need to have their own agendas and things they'll die for. They are alive, too. And they're just as annoyed at these players that keep returning and making trouble as anyone. You can't keep going back to the same mountains and ruins forever without someone powerful deciding that's it for you. Sure, in the beginning you're a pest. You're a tiny chigger draining your little bit of blood off the immense body whose existence you can't imagine. But you take enough blood from that body ... you get big enough to get noticed, and felt ... something gargantuan and fast moving is going to slap you so fast and hard you won't know your body is about to be paste across the surface flesh of that being. That's the game too. If a DM isn't keeping one arm tied behind his or her back.
Sooner or later, the plundered become the plunderers.
Now. If you want further explanation, and examples, you'll need to ask a question. I understand this just fine, down to the bottom turtle. If you want to understand it also, you'll have to tell me what you don't understand, so I can help you. And everyone else reading this.
Saturday, August 6, 2022
That on Which You Should Be Working
Monday, August 1, 2022
Further Notes on Creating the Character
Friday, July 29, 2022
Story
If You Want to Gather Honey, Don't Kick Over the Beehive
On May 7, 1931, the most sensational manhunt New York City had ever known had come to its climax. After weeks of search, "Two Gun" Crowley -- the killer, the gunman who didn't smoke or drink -- was at bay, trapped in his sweetheart's apartment on West End Avenue.
One hundred and fifty policemen and detectives laid siege to his top-floor hideaway. They chopped holes in the roof; they tried to smoke out Crowley, the "cop killer," with tear gas. Then they mounted their machine guns on surrounding buildings, and for more than an hour one of New York's fine residential areas reverberated with the crack of pistol fire and the rat-tat-tat of machine guns. Crowley, crouching behind an overstuffed chair, fired incessantly at the police. Ten thousand excited people watched the battle. Nothing like it had ever been seen before on the sidewalks of New York.
When Crowley was captured, Police Commissioner E. P. Mulrooney declared that the two-gun desperado was one of the most dangerous criminals ever encountered in the history of New York. "He will kill," said the Commissioner, "at the drop of a feather."
But how did "Two Gun" Crowley regard himself? We know, because while the police were firing into his apartment, he wrote a letter addressed "To whom it may concern." And, as he wrote, the blood flowing from his wounds left a crimson trail on the paper. In his letter Crowley said: "Under my coat is a weary heart, but a kind one -- one that would do nobody any harm."
A short time before this, Crowley had been having a necking party with his girl friend on a country road out on Long Island. Suddenly a policeman walked up to the car and said: "Let me see your license."
Without saying a word, Crowley drew his gun and cut the policeman down with a shower of lead. As the dying officer fell, Crowley leaped out of the car, grabbed the officer's revolver, and fired another bullet into the prostrate body. And that was the killer who said: "Under my coat is a weary heart, but a kind one -- one that would do nobody any harm."
Crowley was sentenced to the electric chair. When he arrived at the death house in Sing Sing, did he say, "This is what I get for killing people"? No, he said: "This is what I get for defending myself."
The point of the story is this: "Two Gun" Crowley didn't blame himself for anything.
Why start with this story? If you like, you can see endless interpretations of the answer on youtube, with titles like, The Undeniable Power of Business Storytelling ... Three Principles of Business Storytelling ... The Magical Science of Storytelling ... The Art of Business Storytelling ... and on, and on. If you randomly pick any event where someone in business is going to tell you how to do better in business, I promise than in the first five minutes, they're going to talk about why you must learn to tell a story. And, I'm afraid it's true.
Somewhere between the ages of 2 and 3, your brain developed to the point where you began to understand things in a chronological context. Before you became aware of the fascination behind all this, you were intensely fascinated ... and if you were a child whose parents took the time to read you stories, or tell you their own stories, they hard-baked comprehensions and patterns into your brain that remain to this day. Your ability to be a dungeon master is largely shaped by your parents — or whomever you had as a guardian — and their ability to lay out events in chronological order. If your grasp of this skill is good, you can tell a joke. You can frame the order in which work needs to be done. You can look into your own past and understand how your present circumstances are the consequence of things that you did, or others did.
The next stage of that storytelling education emerges somewhere between the age of 5 and 9, or not at all. It begins with your beginning to "get" a joke. It starts with this sort of joke:
What's the difference between an apple and a grape? A grape is purple.
Silly, but the formula is universal. You're presented with a conundrum, you expect a serious answer, you get a nonsense — but true — answer, and your preconceptions are remolded. As you mature, along with those around you, the pattern is advanced in an attempt to do more than remold your preconceptions, but to also shatter your pre-set assumptions about problem-solving AND the depths of imagination. Here is an actual joke from my grade 2, not shared with adults:
What's easier to unload? A truck full of bricks or a truck full of dead babies? Dead babies. You can't use a pitchfork on bricks.
As I said, the same construction. Only now you're forced to uncomfortably acknowledge the truth about something that's deeply disturbing ... which is why children, restrained and oppressed by the brutal regime of school, adore jokes like this.
The pattern progresses, however, until comprehension of the joke requires worldly knowledge, preconceptions about what the answer should be and ultimately an admittance of seeing things from one side only:
If only Africa had more mosquito nets, then every year we could save millions of mosquitos from dying needlessly of AIDS.
Once you grasp that a joke is about expectations and insight much more than it's about being funny, this empowers you to produce varying kinds of stories that lead persons into one kind of thinking, burying all the necessary seeds into the story that you'll need later to rip the listener from one kind of expectation into another sort of insight. You never gave one second's thought to the death of mosquitos ... yet you most likely ARE extremely sensitive about death. That inner discontinuity serves the manner in which you're dragged into examining your preconceptions in all of 21 words. But that is why Jimmy Carr is such a brilliant joke writer.
What is Carnegie's story about? Is it about the capture of a desperado? The willingness of a murderer to kill? Evidence that a criminal refuses to accept responsibility for his crimes? Why is it you know that's not what the story is about.
Assuming you know. Many people can't make the connections you or I can't. Some are still trying to understand the mosquito joke.
We know that story is NOT about a criminal, because the title of the book is How to Win Friends and Influence People. Obviously, this isn't done by being a criminal. In fact, equally blatant, is that a trigger-happy criminal is exactly the opposite of winning friends or influencing anyone ... at least, in 1936. First lesson: you want friends? You want influence? Don't kill cops.
Yet we also know it's deeper than that. The story makes a connection between what Two-Gun Crowley does and what the reader also does, which is summed up in the last five words. You recognise the moral because, well, you've heard thousands of stories with morals since the age of 2, jokes included, and you're ready for the moral from the first word of Carnegie's story. From the start, you're looking for the moral, knowing it's there, like a commuter doing a crossword puzzle (sorry for that metaphor, must be the 1936 thing). Long before Carnegie gets there, you're primed.
This priming is what makes stories work so well. Not because you're satisfied with the moral — you're not. It's trite, hackneyed, often isn't the reason you're not doing well with other people and, in general, a waste of your time, what with you being a 2020-something citizen of the world. NO, it's because the moral is there. It has to be. Your disappointment is immaterial. With something like this, you're a cro-magnon animal 125,000 years ago poking between rocks and lifting shrub branches looking for bird's eggs, which at this time of year are always around, but they have to be found. You're standing up to your thighs, bent over a river, waiting for a trout that will come, so that you will eat, but only if you stand absolutely still for as long as it takes.
You're stupid this way.
That is to say, this behaviour made sense for your distant forefathers, but you actually have better things to read that don't end in cheesy moralisms. But here you are, reading through an 86-year-old story about how to win friends, not knowing what you'll get or if it will be worth the time spent. Sometimes, there are no eggs to be found. Sometimes there ain't no fish.
Me, I'm taking this time to tell my own Carnegie-like story, because now I'm ready for my punchline. Your fascination with game modules and other products is just like the fish-waiting habits of our ancestors. You expect to see something cool and important in the module you're buying, just knowing it's got to be there ... and it doesn't matter how many times you've been disappointed in the past. Because even if you didn't find eggs last time, or catch any fish, you know eggs exist somewhere, that eventually, yes, you'll catch fish. Because that's how the world works. That's precisely the way we're all stupid enough to eventually succeed.
The difference between a railroaded story and player agency is your perception of where fish comes from. If you're the sort of person who hunts constantly for other people's fish, you'll buy modules and run to the name game version. If, on the other hand, you're the sort who believes in finding your own fish, you'll stand in your own stream.
Those professionals telling audiences how stories are going to make them good business-people are lying. The story is the message, not what the story says. With an audience as primed as these, a good speaker can churn any sort of bullshit so long as it sounds clever and ends in a semi-literate moral. Which is just what these people do. Don't believe me. Listen to their spiel.
The same argument can be made for how primed D&D players are for anything we want to put in front of them. Once a player gets excited by the concept of making even tiny decisions, they'll climb aboard the train as soon as the whistle blows ... regardless of how well that train's run. And no worry if the adventure's any good; these players are so stoked to find something, they'll lift every branch and stand freezing and miserable in every stream until they find it. And they will find it, because they're stupid this way.
[and damn it, I set these metaphors up one by one; they're not mixed].
So.
What do we tell a new DM? I think, probably, the standard boiler plate. Try a module, and once you see how an adventure is put together, try to make one of your own. If the DM had the select kind of parents, was raised on stories and jokes, can tell a joke properly, and understands the construction of chronology, he or she will grasp the notion of making their own adventures pretty quickly. They'll want to catch their own fish.
But if the DM isn't that sort, didn't have books around, wasn't told stories, can't get jokes, yearns for others to make things make sense, then they'll buy fish at the store, every time. No matter how often they're taught how to catch fish. I'll remind you, this is the post that got this series started. Admit it. Some of you learned how to fish as a child. Do you fish now?
Finally, there's an answer to the quote at the top of the post, about "just" making a story. Ask,
"Can you tell the difference between a good story and a bad one? Can you make a good story? Or are you just assuming you can buy good stories, and you assume someone else is doing it? Because I'm not convinced of that. I think mostly what I've seen at the store are BAD stories, and I can do better. But if you think you know the difference between good and bad, and you think you can make a good story, tell it to me now. I'm listening."
