Thursday, December 4, 2025

Your "Story" Is The Problem

I am nearly done with Reddit. The other day I wrote I was seeing a "common theme" of discontent, but there is an even greater, pervading and UNDERLYING theme that I see over and over again, in complaint and questions alike...it goes something like this:
"Person (X) is being a jerk but I can't kick them because they're integral to the story..."

"Person (X) and (Y) don't get along but..."

"I'm trying to save my campaign that's been going on for (X number) of (months/years), but..."

"Our campaign is getting derailed because people aren't showing up..."
And blah blah blahdiddy-blah.

It's all the same problem: the "story" is getting wrecked, and everything is (thus) CHAOS. Pain and suffering and sorrow...oh, my!

I can't relate.

I can't relate because this has never been a problem for me. Just...never. Not even when I was a player in other people's games. Not even back when I was running Vampire the Masquerade, acting as the "Storyteller" of a "Saga" (rather than the Dungeon Master of a campaign).

We are playing a game...a GAME. The players are playing a game. No one is so "integral" to what's going on that the loss of one or more is going to END EVERYTHING. I mean...

(*sigh*)

Forget for a moment that we are playing (or discussing) Dungeons & Dragons. Let's just...for the sake of discussion...say you're running a game of Vampire. Oh, man, I ran so many "stories" (VtM's word for "adventures") back in the day. Blood Bond. The Succubus Club adventures. Diablerie: Mexico. Ashes to Ashes. The stuff in Denver by Night. Those are just off the top of my head...after all, it's been 30 years since I did the Vampire thing.

Did I ever have players who didn't show up, couldn't show up, or (in one guy's case) just did not want to show up (because he decided he hated VtM and would rather play Toon instead)? Yes, of course. Did it bother me if one of the regular players didn't show up to a session? Yeah, it did. Did it stop the session from happening? Nope...not once. Did it ever "derail" the campaign...er, "saga?"

Never. 

Because even when I was playing a game that used rather explicit language about how it was a "storytelling" game, even when the "adventure" being told was about a particular "story" (for example, a vampire girl who falls in love with one of the PCs but is already blood bound/enslaved to another vampire, etc., etc., blah-blah-blah)...the story is about the story, NOT about the characters. It doesn't matter how "integral" a character is to the story being told (and...spoiler...no PC is "integral")...you're running a world and a situation and if the PC isn't there (because the player isn't there)...so frigging what?

Look, an example: in the Blood Bond adventure (if I'm remembering right...Jeez it was a long time ago) there's this girl (Alicia? I think) who's supposed to fall in love with a PC. And then maybe she gets murdered. Or maybe she doesn't. Regardless it cause a big cluster that has to be resolved by the players. In my game, the PC she fell for was this guy named Michael. But what if I'd had her fall for Ben instead (the guy who really didn't want to play a vampire game but was only doing it because of his friends)...and Ben decided to ditch the campaign? Well, then, we'd say Ben's character disappeared one night (and who knows what happened to him...another mystery to solve!)...and then Alicia would either die or not die, maybe turn to a different PC for love/affection/protection (or not)...and the story would continue on, being a big cluster BUT WITHOUT BEN. Because you have to treat these NPCs as if they have lives and motivations of their own. And Ben (or Michael or Mike) is just ONE PERSON in the (imagined) "world" of the game. And that's how you treat the world as a Game Master.

Back to Dungeons & Dragons.

First off, what part of "Dungeons" and "Dragons" don't these whining people understand? Do their games not have dungeons? Do they not have dragons? What a jaded, sorry-ass world we live in when these things are not enough to get the juices of adventure flowing. NO. We must add DRAMA. And STORY. And BACKSTORY. Because MEANING.

Okay, sure, whatever. So you have some Big Bad Person who has "beef" with one of your PCs and you've laid out this whole series of events...plot points...to try to make an "engaging story" (i.e. "railroad") for the dumbass, er ignorant, er young and inexperienced players to enjoy. And then one of the players turns out to be a secret Nazi or something and the group needs to kick her Hitler-saluting ass to the curb. 

Oh, Nos! Our story!

What on earth is the problem? So, the PC just got eaten by a passing wyvern while relieving herself by the side of the road (it's D&D...shit happens) and now you simply need to adjust your Big Bad's actions to account for the fact that his beefing partner is out of the picture. What? Is he going to retire to a hermit hut and grow strange fruit a la Thanos? Or does he have some other nefarious plan to carry out now that the object of his ire is gone? 

Dungeon Master! Wake up! It is YOUR JOB to think for the NPCs!

You are not writing a script. Stop it! You are not writing a teleplay. Stop it! You are running a D&D game...I don't care if its 4E or 5E or 5.5 or Pathfinder 2 or whatever. You are supposed to BUILD A WORLD with CHALLENGES for the players to EXPLORE. Yes, it is OKAY for those challenges to take the form of an Apocalypse Clock situation or Yet Another Big Bad Evil Guy (emphasis on the YA part of the acronym)...but once you create the thing and set it in motion you must run it without attachment to an outcome

This is not scripted television. You are not Matt Mercer. You will (probably) not be paid money for running this game. FORGET PLOT. Forget it! Stop it! Your attachment to outcomes is the thing that causes every one of your complaints. "But, but, Sheila's supposed to defeat Baron Badness and avenge her father's death! I can't let Sheila walk from the game!" Why the hell not? Baron Badness can't make enemies of the other PCs? Heck, the other PCs can't avenge Sheila?

"But, but I created this awesome encounter that can only be resolved by a cleric of the time sphere with a specialization in abjuring magic..." [or insert some other gibberish that means nothing to me...a "Circle of the Moon Druid" or an "Oath of Vengeance Paladin"...whatever] So f'ing what? What would happen if something happened to the character BEFORE your quantum ogre encounter showed up? Huh? Would it happen at all? Is it logical for this shit to go down and mash the PCs? Then best to telegraph it so they know (and can either avoid the encounter or find a suitable replacement for the missing PC). That's nicer than how things work in the real world (where they'd just get mashed) which is FINE because, guess what, it's a game, not the real world. But don't throw a hissy fit about it!

Your "story" IS the problem...that's what this all comes down to. You want to tell me that you're the one who plays D&D the right way, that I am behind the times, that the game has moved on from my clunky 1E, etc., etc....fine. But I'm not the one bitching and moaning about how my game has gotten wrecked because one player or another misses a session or quits or had to get shit-canned for being an [insert-]phobe of some type. I've been playing RPGs for a long time and I've NEVER had this problem...but sure, pal, YOUR way of playing is the "right" way. Got it.

*sigh* Tell your stories if you must. Play your no stakes, no threat, "tea party" version of D&D if that's what floats your boat. Dive into "character development" and your character's inner mental space with all the fervor of a Freud fanboy psych major. Coolio...you do you. 

BUT, for the love of all things holy, STOP having an attachment to how you think said story "should" go or which particular PC is supposed to be "protagonizing" in any given session. Rather than spotlighting players, spotlight the WORLD...the campaign that you are created through the adventures/situations you are (hopefully) designing for your players to tackle. Let the "story" unfold as it unfolds, not as scripted by you...that script is the reason you can't have nice things.

Okay. I'm done.

15 comments:

  1. You might find this video interesting in how it relates to fan-fiction. I would suggest that "rules" associated with this fiction are infiltrating into a number of creative spaces, including D&D.

    https://youtu.be/x3NPxraALq0?si=BSWvJcsGVW2d_5qe

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    1. I am five minutes into this video and I can already recognize a kindred spirit. However, I think she was right the first time: Harry Potter is 70%-80% responsible for the degradation of fantasy fiction (and fiction in general). Fanfiction has done MORE damage, since then, but Potter was the bulk of it.

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    2. Well there is always the Harlan Ellison approach....

      One interesting trait of Fanfic is that the second it starts to approach "good writing" unless specific measures are taken serial numbers are filed off and it very quickly becomes "no-longer fanfic." See 50 shades... So pretty much all fanfic is bad. And yes we do live in the "age of slash." And I agree that large groups of fans while able to advise on the creative process should not dictate it.

      And while I do think Alexis is right that Fanfic rule elements are at play in various games, the planned story element has been really strong since the late 80's early 90's. There were several campaigns from different GMs I played in where there literally was a chosen one and no one batted an eyelash that this character has complete plot armor. I think this has its roots in the Hickman revoution (you see shades of it showing up in Pharaoh) but even the tournament based modules because of necessity seem to play like a planned story.

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    3. Actually, it's not really the "fanfic" part that I think is pertinent to today's gaming but, rather, the "self-indulgent" and bits about the "emotional vulnerability" that pervades huge swaths of our society (certainly the younger, constantly on-line portion).

      I would say that I am fortunate to be old enough to have an established/foundational identity BEFORE I became an "on-line presence," but this isn't necessarily the case...plenty of old geezers succumb to the whole 'seeking-affirmation' thang in on on-line spaces. I've just got a personality that makes me (slightly) less susceptible.

      But at the gaming table? I really only know how to run RPGs the (one) way I do. And THAT got established long before the internet was a "thing." I guess I'm fortunate there....

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    4. I was saying there are three things (maybe more) at play- the traditional TSR drift to story game which really completed in the late 2e era - the pervasive influence of fanfic and the what you describe. And while what I am talking about is really a symptom of the other two it shows this is a thing that has been happening in the hobby for a while but now amplified by the internet's ability to connect like minded is different minded individuals at scale.

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    5. As a footnote: I had to look it up but back in the 80's Dennis L. McKiernan's first written novel was literally a fan fiction sequel to Lord of the Rings that somehow Doubleday discovered and tried to get approved by the Tolkien estate, failing that they had him file off the seriel numbers, write a Lord of the Rings ripoff prelude.

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    6. Ha! That video was already on my YouTube watch list, gonna have to remember to actually watch it

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  2. If one wants a well-crafted story, would it not make more sense to host a table read of a play or something? (When you reach the point of exalting "story" above game, all the dice and mathematical rules are just Cargo Cult D&D anyway, mimicking form without function. Do "story game" players really like math that much, that they'll keep performing calculations even when the rules explicitly encourage them to disregard it when it undermines dramatic tension and all that crap?)

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    1. A lot of D&D groups play out like a string of inprov acting exercises: respond like your character would in this scene, and the DM's NPCs will drag you through a story, sometimes digressing into a minigame of yahtzee (combat).

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  3. As always, the game goes on, and it's up to the DM and the players to roll with the ups and downs of life as they come along.

    The thing is, this is true even of professional storytellers, particularly those working in a serial or collaborative medium. Actors quit, or become unavailable. Wrestlers get injured and derail months of planning. Some villain a writer was planning to use in X-Men comics gets killed off in an issue of Power Pack, so plans change. And the stakes are a lot bigger for all of those than your D&D game, which is important to maybe half a dozen people. The odds of anyone's D&D game actually being some grand epic are slim to none.

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    1. Haha! I'm sorry, but I just have to ask: which X-Man villain got killed off in an issue of Power Pack. Because THAT would be something (a story in an of itself)!
      : )

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  4. Haha it was a deliberately absurd hypothetical example, although they did embarass Sabretooth one time.

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    1. Power Pack was not the worst of Marvel offerings (I'd rate it higher than most of the "New Universe," for example), and it was certainly "heartfelt." Reading it as a teenager, I felt like these were very much "little kids with super powers" which made it both interesting and (perhaps) unique amongst superhero comics.

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  5. I am reminded that the plot of that movie "Mystery Men" where (spoilers) the main characters accidentally kill the big hero of the city while they are trying to rescue him greatly resembles a DM pivot in an RPG. It is like the DM, rather than saying "oh no that didn't happen" and sticking to the planned story, decides well yeah the low intelligene roll did cause them to kill the powerful NPC, and now they have to fight the BBG on their own.

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    1. There is a lot of old school D&D-type stuff going on in MM (a tragically under-appreciated film).

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