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 diyemliğin on emri

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Join date : 2008-11-20

diyemliğin on emri Empty
PostSubject: diyemliğin on emri   diyemliğin on emri EmptySat Jun 06, 2009 8:01 pm

white wolf'un storyteller sisteminden. diyemliğin değil de storyteller'lığın on emri aslında. çok şahane.

The 10 Commandments
Involve Players Whenever Possible:
Incorporate their ideas and backgrounds into
your city and chronicle. Doing so interests them
immediately, gives them a voice in your story, and
can go a long way toward forestalling unpleasant
surprises. The players' characters should be the
most important - though not necessarily the
most powerful - ones in your chronicle. ItÕs
well worth your time to work with players to
develop their characters, even between game
sessions.

Be Aware of Players Expectations:
Giving players the general kind of challenge they
want is a good thing. Being predictable is not. If
the characters think vampires are sleek, powerful
predators, you can change it up on them by
presenting one of the recently undead who's psychologically
co-dependent on his living girlfriend.
Or you can introduce a vampire with little
brainpower and impulse control, but with lots
of wicked powers. Or something that looks like
a vampire but that's really a creature of a different
kind entirely.

Work Things out in Advance:
Every erg of effort you spend preparing saves you 10
ergs of desperation during an actual game. If you
know in advance what's in a place, or what motivates
an important character, you pay more
attention to describing what you know instead of
making things up on the spot.

Story First, Rules Second:
Rules are tools. Use them, but don't let them trap you. If
you make the odd change here or there to encourage
the flow of the story, no one will notice
(or at least care).

Description, Dialogue and Action:
Intense, well-imagined description creates a sense
of immediacy. It makes people pay attention to
the story. Interesting, consistent, frequent action
keeps them interested. Hook them by making
it feel real. Reel them in by making them want
to know how things turn out.

Avoid Stereotypes:
Perfect examples of type are rare. People who try to fit into a stereotype
usually do so to cover up some secret insecurity,
and may not be able to carry it off on
close examination. People who naturally tend
toward stereotypes often rebel against being just
like everyone else, and may go to great lengths
to show that they're unique.

Be Fair to Your Setting:
If the players work hard and make smart decisions, their characters'
success must be in proportion to the
challenges faced or the players will feel cheated.
Conversely, don't reward characters if they don't
earn it or the reward will be hollow.

Don't Tell Them Everything:
Much of the challenge of a game is in the mystery, the
parts of the story that you hold back for the
players and their characters to discover on their
own.

Don't Abuse Your Power:
Remember that you're there to provide entertainment for
the players, as well as for yourself. Respect your
control over their characters. You both initiate
and arbitrate events. Use your power to prolong
the story, not to force your friends to play
out your vision of how their characters should
act.

Don't Panic:
If the players pull the rug out from under you, don't be afraid to call a break
and take some time to collect your thoughts. It
may happen a lot at first, but after a while you'll
be able to handle anything they throw at you.
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