Story to the People!

Mark UnseenLast week, I talked about a terminology shift some people are making in how they talk about roleplaying games. I jumped merrily on that bandwagon, and if you’re wondering why I bothered, this is it: I can now start to talk about the purpose I’m pursuing in RPGs, without getting bogged down in the clunkier and baggage-laden “isms” these things used to be described with. I can now talk about Story Now.

Waaay back in “So what the Hell does THAT mean,” I wrote:

“It’s Story Now, not Story Someday When We All Look Back Fondly, or Story Already Fleshed Out Fully in Our Mental Character Concept, or Story Already Worked Out in the GM’s Notes and We Just Run Through The Motions.”

This is the secret ingredient to shared story creation in roleplaying. There’s lots of roleplaying out there where story creation isn’t truly shared, or where it isn’t prioritized at all. In those cases, the managing of everyone’s creativity is arranged such that “story” is mainly one person’s deal that everyone else recieves and responds to, or else it’s at most a pleasant byproduct. In Story Now play, on the other hand, everyone’s creativity is on the line equally, as shared creators. It demands a lot of trust, and can be a bit frightening. But those who play Story Now attest that the emotional vulnerability is worth it.

Story Now is about focusing on Protagonists, not just “some characters who do some stuff.” It’s about playing characters with purpose, and making those characters the focus of the game. And above all it’s about allowing characters to change.

That’s why the Now, the ever-changing present moment, is the ground of Story by the Throat. Because if you’ve already got a 20-page history and a neat set of “my character would/wouldn’t do that” answers for every occasion, there’s no story to tell. It’s already told, in your head. It’s like this thing of diamond, impermeable, incapable of surprising you. The input of other players will break against your character as waves against rocks and you will not be moved. If that’s what you want. . .sure. But you might be better of just. . .writing that stuff down so a passive audience can receive it. Because in this case a passive audience is just what your fellow players are.

You’ll notice that the nicey-nice platitude that “all goals of play are equally good” or any notion like that is utterly absent here. I’ve found what I want to do, and I’m going to seize it. And I’m not going to mince words about it. So other ways are also fun for people. So this creative agenda ain’t for everyone. I’m not gonna come into your libing room and shit on what you enjoy doing, but here in my living room I’m going to be frank about what I love.

“Story Now!” is not so much a term with a definition (though it is a distinct thing) as it is a fist-pumping anthem. I’m cool with that. If you feel like pumping your fist with me, then great. If not, I’ll merrily march along. But I find enough value in the concept of voluntary and passionate trust in creative endeavors that I’m willing to get a bit aggressive in my appeal. I invite you to join me and live in the moment of Creation together, to putting our creations to the test and allowing ourselves to be changed. Our characters, yes, but us too, as we develop emotional resonance for these beloved imaginary parts of us. Story Now is a battlecry that keeps us all honest, as we hold ourselves to what we demand of each other, that we engage with each other Here, Now, and flinch not from the fire of change.

Peace,

-Joel

(for further reading, check out Jesse’s excellent dissection of the different types of story in roleplaying games, at Play Passionately.)