Confessions of the Part Time Geek
Friday, September 8, 2017
A Night in the Life of David Turov pt 2
Wednesday, August 23, 2017
A Night in the Life of David Turov Part 1
David Turov
A Vampire the Masquerade Short Story
Part 1: Landing
The voice doesn't so much crackle over the intercom, as it does purr. For the amount of money my "associates" spend on such extravagances, nothing should ever crackle.
"This is your captain speaking. We are on final approach to Ashford International Airport. The local time is 9:27 pm, and the temperature is a cool fifty-seven degrees. We have light clouds, but nothing that will hamper our landing. We'll be touching down in about ten minutes. On behalf of Monarch Charters, I and the staff would like to thank you for your continued patronage. Welcome home, everybody."
I continue to look out the window, watching the lights of Ashford shine like amber gems upon a black velvet cloth to the west. Behind me, I can hear my associates begin packing up their belongings. I hear them cutting up, joking. No cares in the world.
"I think they'll let me fly the plane," I hear Archon say. Without looking, I can hear that smile, the devil-may-care smirk that he carries so often. "I flew a Cessna in my film, 'Mumbai Renegade.' That's got to count for something, right?"
"Wait a minute," interjects Klein. His youthful tone betrays a hint unsuredness. "Was it you flying the plane, or did they have someone else flying and they just filmed you in the cockpit, you know... ACTING?"
"Well, potato, tomato... I know what the controls look like. Have you seen me drive? I got this!" I hear Archon stand to make his way towards the cockpit, and I wonder briefly if I'm about to be killed by forces far beyond my control. I sigh. I shift my gaze from the city lights to the reflection of Archon in my window. He's tall, but not overly so. Ash blond hair, swept back from his face, ever present sunglasses covering his eyes, making him look like a Californian surfer, albeit a surfer who's about to try to pilot an aircraft he's never flown before. I see his jaw set in determination, his smirk widening into a full smile. Yes. We're all going to die now.
"Not meaning to take away from your fun, good sir," I hear Hank's southern drawl snake its way from near the back of the cabin. "However, I do believe that we have time for one more hand." I hear the playing cards shuffle , and I can imagine the one hand shuffle he's performing. "I mean, unless of course you're scared of losing. Again."
I watch as Archon's reflection turns towards the back of the cabin. His eyebrow raises, questioning. "What're we betting? You've already got all my loose cash." Hank chuckles good naturedly, and I finally turn around in my seat, looking over my right shoulder to watch the exhange.
Hank is a slight man, though on the taller side. His brown hair hangs loosely about his face, framing his angular features. Thin lips smile beneath a handlebar mustache. He continues his card shuffle with one hand as he adjusts his Stetson with the other. His suit coat is lying on the arm of the chair next to him, and the shoulder holster he wears serves to accentuate his thin frame.
"There are more things to bet with than just mere money, sir," he soothes. "Besides, what are you worried about? You're starting to get really good at this game!" Hank beams, as if a thought has struck him. "I know! How about if I win... I get to borrow that nice car of yours for a week?"
"Hell no, no one touches her but me! You'd only insult her with your lack of fine motor control."
Hank's smile turns predatory, as he causes the Ace of Hearts and the King of Spades to chase one another around the deck he's holding in his left hand. "Alright... two days... and if you win, I'll procure a helicopter for you to do with as you please. I'll even bungie out of it with you, if you'd like."
"You're not touching my- wait, bungie jump out of a helicopter?"
"It's a bit much for my fair heart, to be sure. But I do so like that Charger of yours... she and I would look so good together for a few days. But I understand if you're too squeamish about losing..." Hank lets the sentence trail off.
"Oh, it's on like Donkey Kong!" Archon moves swiftly to the back, his too white smile wide and hungry for the challenge. He sits across from Hank, and I realize that Hank's reward for saving all of our lives will be to probably wrap Archon's vehicle around a tree. Another problem for another day.
I lean back in the leather seat, for a moment allowing myself to be comforted by its embrace. I close my eyes, and begin my mental preperations for what lay in wait in Ashford.
"Are you okay? You're not... airsick, are you?"
I can't help myself. My eyes open at the sound of the angelic voice, and I see that Elizabeth has quietly sat herself down in the seat across from me. It's all I can do to keep my breath from catching in my throat as I gaze impassively at her beauty. I think I give something away, because I see her faint smile widen just briefly. She brushes a strand of brown hair from her face, and it's an effort to figure out which look is better on her. I close my eyes and quickly center myself. I open them again, and try the impassive stare again. Perhaps this time it takes, or perhaps she's good natured enough to let the slip pass. Not for the first time, I wonder how such a lovely person ended up with monsters such as we.
"No, I believe we're all beyond getting airsick, don't you think?" I say, allowing my accent to push through a little. The fewer performances I'm engaged in, the easier the remaining ones will be. "I'm just trying to calculate my to-do list for after we land."
She nods, then asks, "Is there anything you need help with?" She truly means it, and I'm saddened by how genuinely kind she is. I try not to think of the heartache we'll all feel when we inevitably break her. If not our group, then our society, which does not pride itself on unselfish acts. I shake my head.
"Everything I need to do can be done on my own. There is nothing strenuous, just many trivial tasks. Meetings. Arrangements for future meetings and dealings. Things like that. But I appreciate your offer. Spasiba." She reaches out and pats my knee, and even knowing what she is, I feel that electric thrill at her brief touch. I bite the tip of my tongue and blink at her.
"Well, the offer's open, if you need it," she replies. I can hear a touch of her native Louisianna tickle her words. "But now that you remind me, I've got to say I'm not looking forward to my own meetings. My producer's been blowing up my texts, wanting to know when I'm coming in to record the new single, but I've just been so busy. I guess now that we're back from England..." Her soft voice trails off, almost childlike, as her gaze is drawn to her wrist. She turns her arm over, revealing an angry set of fresh scars, like lightning bolts racing from the palm of her hand, up whe inside of her arm, spreading and fading just past her elbow. She looks at them, her soft mouth slightly agape in fascination.
"Elizabeth," I say softly, leaning close to her, lowering my voice so that hopefully only she can hear. Her gaze jumps from her arm to me, almost as if I've startled her. "I don't make this offer lightly...or to anyone else here. But... " Now it's my turn to stare at the scars for a moment, angry and fresh, but oddly entancing in their way. "But... if you want, I can help you get rid of those. I can-"
"No!" She interjects, a little too loudly. She looks about and smiles at the rest of the group looking at her, giving the bearest shake of her head. She turns back to me, lowering her voice consipiratorially. "No," she continues, more sure. "I think... I want to keep them. I want them as a reminder of what happened."
"What happened was that you waved a long piece of metal above your head in the middle of Stonehenge during a thunderstorm and got struck by lightning!" I hiss, marveling at the insanity of the statement even as I utter it.
"I know," she beams. She reaches up and pats my cheek with the hand in question, then leans towards me to whisper in my ear. "Isn't it amazing?" Her breath tickles the edge of my ear, and I feel myself go weak at the sensation. Unaware, she stands and walks towards the front of the cabin, where Tony and the rest of the group is. I let out a long, nearly silent, shuddering breath at her departure.
Footsteps shwish across the carpeting of the cabin floor. I look to my right and see Seth approaching. He's staring at me curiously, as if performing a visual diagnostic on the scene he'd just witnessed. He motions to the chair that Elizabeth just vacated.
"Mogyu ya sidet'?" His Russian is Israeli accented, and I find the combination to be soothing at the moment. I nod, motioning to the seat as well.
"Da, konechno." Of all the group, Seth, with his bookworm ways set in a soldier's body, is probably most akin to myself in manner. We have both kept secrets as a profession, he and I, as well as uncovered others' secrets. Our time in Pamplona and Barcelona saw the start of what might end up being an interesting friendship, if one of us doesn't have to kill the other. Time will tell. Seth's cough interrupts my musings, and I'm aware that he knows that my mind has wandered momentarily. If he knows where my thoughts wandered to, he's being professionally courteous, for which I'm grateful. He unbuttons the jacket of his charcoal suit and sits in front of me, his greenish eyes boring into me. With his eyes and the determined stare, along with his military short hair, he reminds me of a sniper instructor I knew once, long ago.
"Is everything okay?" Seth switches back to English, where his accent is less pronounced. "You and Elizabeth had an exhange." I stifle a smile at Seth's bluntness. It's a quality I've come to respect in him, these straightforward comments, as opposed to the double talk and lies that prevail in our society..
"Yes, tvarich, everything is fine. She was just recounting her time at Stonehenge." Not a lie, though not the whole truth. It appears to be good enough for Seth, who nods his head, his stare easing slightly.
"You were in better spirits when we were in Europe," Seth says. "As we get closer to home, you are more pensive. Why is this?" He tilts his head to the side slightly, lmost in a birldike manner, as he regards me, watching for my tells as I answer. Seth had been an Israeli spy for too long not to have picked up on the tells of those who dealt with him constantly. It's a useful habit that is not abandoned just because one is no longer in the life. I shrug.
"Ashford isn't home for me." I reply to him, matching his bluntness with a rare moment of candor on my part. "It's a place I ended up after Enzo and I left Los Angeles. He still goes back ocassionally, his mother still lives there. For me though? There's nothing there. I thought perhaps Ashford could be home, but my reasons for those thoughts are, well, gone now." My gaze drifts back to the window, to the lights of Ashford, and as if on cue the private jet we're in starts to bank towards it. In moments, I can no longer see Ashford's lights, the only view for now being available only in the cockpit.
"You're refering to the old woman who died at the hospital?" Again, Seth's bluntness, though this time less appreciated. The months old memory it invokes is too raw. I look over at him and see him staring at me, unblinking, his head slightly canted in the other direction. A too damned curious, too damned deadly bird. I stare at him. He stares at me. Slowly, I nod. Once. He continues to stare, waiting for more information.
"Anya and I were close several lifetimes ago." I explain. "Back in the Soviet Union. We were Romani Ruska, Russian gypsies. During the war we became separated, because of the Nazis..." I ponder for a moment, trying to figure out how best to continue. From the corner of my eye, I noticed Seth nod ever so slightly in sympathy. His collar was open, and I could barely see the Star of David that he constantly wore around his neck. I continue. "By the time I found out she'd survived the war, I was in Los Angeles. I discovered that Anya was ill, had moved here to be treated by the oncologists at Ashford Memorial. The rest.." I utter a short, bitter bark of a laugh. "The rest is trivialities."
I lean back in my seat, eyes to the darkness beyond the window. Light pollution from the city is causing the stars to fade from view. I find that to be a fitting metaphor. Seth shifts in his seat as he chooses his next words.
"If the memories are too painful for you, why don't you leave? Go back to Los Angeles?" It's an equation for him, I see. Enzo would parse it as a simple 'if not/then' programming statement, an argument he and I have had before. I shake my head.
"Events under the current regime have placed certain obligations about my neck," I tell him. Again, this is truth, but not complete. I see his eyes narrow, the analyst seeking more data. "In protecting myself and Enzo, I had to make certain deals with certain individuals, make sure I was standing on a strong side."
"Mr. Winter and his entourage." I nod.
"In my haste, I believe I may have misstepped a bit, misjudged the situation. He's difficult to read, he doesn't think the way we do. I'm finding the situation to be... more complicated than anticipated."
"Again, why not just leave?" Another shake of my head.
"Seth, one does not simply run from the attention of a thousand year old vampire, does one?" My grin is both amused and ironic as I say this. After a moment of judging my mood, he follows suit, and we both begin to chuckle. I think he understands that for all the heartache, all the danger.... there is a shadowy game at play, and individuals like he and I have a deep rooted desire to play that game.
The sharp tapping of metal on glass grabs our attention, and we turn to see Vincent the front of the cabin, well appointed in one of his custom suits, tapping the side of a champagne flute with a small silver pen knife. He turns his head to Klein, peering out at him from behind smoked lenses, his face the model of Dorian Grey eternity. He nods to Klein, who lifts a silver serving platter before him, an unmarked green wine bottle resting in the center.
Klein then looks back to Vincent, who gives him another brief nod, that of a teacher encouraging a willful student. Klein's boyish face clenches in concentration, his blond locks obscuring his eyes from view. As we watch, seven more champagne flutes appear from nothingness around the bottle, similar to the flute that Vincent holds, though not exact replicas. These are not quite as elegant, not as refined. The glasswear solidifies, and Klein gives a grunt of final effort, his head snapping backward from the intensity of the act. For a moment, the sclera of his eyes are flushed crimson with the magic he's invoked, then his eyes are clear again as he flashes everyone his goofy teenager smile, basking in the light applause we offer. Such a young boy, I think, to have been a killer for as long as many of those gathered in this group.
"We're going to be landing in a moment," Vincent states, his clear voice ringing through the cabin, demanding attention. "I thought it would be fitting that that we celebrate our return to Ashford, and the successful conclusion of our trip abroad," this he says with a nod to Elizabeth, who beams gratefully at the entire ensemble, "with a toast." He gestures towards the wine bottle, and the cork lodged in its neck begins to twist and pull its way free.
As the cork drops to the platter next to the bottle, the bottle itself raises from the surface, tilting and pouring careful, measured amounts into each flute. Dark, thick crimson liquid spills into each glass, slightly transluscent in the glow given off by the cabin lights. The strong scent of iron quickly engulfs the cabin, and I watch as my asosciates widen their eyes with anticipation. The last of the flutes is filled, and the bottle glides towards Vincent, who holds out his own glass to be filled. With an almost casual gesture, Vincent mentally commands the glassware and bottle to float out amongst the rest of the group.
Surgical implements danced through the air before me, the light from the dim bulb overhead reflecting on their corners and sharp edges. My blood dripped from these as they floated in front of me, and the doctor stares at me curiously, greenish blue eyes taking in my wounds as his implements float to the table. "Sehr eigentarig," he exclaims softly in his oddly accented German. "Das ist eigentarig."
The glasses find themselves in the hands of our assembly. Archon, looking dejected, plucks his from the air before him, as Hank stands next to him making cooing, "vroom vroom" noises and deftly slides his hand around the incoming beverage. Klein sets the serving tray aside and takes a glass hovering in the air next to him, his face full of pride at his part in Vincent's little group building ritual. Elizabeth gently takes her flute with delicate fingers, eyes ablaze with with success and plans for the future. Seth pulls his glass from the air, sniffing at the contents within, and then nodding his approavel. My own glass floats in front of me, and after a moment's hesistation I take it and hold it numbly, automatically. The bottle floats towards Tony, who's standing near the cabin door, leather jacket and slicked back hair making him appear every bit the mafia enforcer. He wraps his large hand around the body of the bottle, giving it a light swirl to judge how much liquid is left within, He, too, gives it an expirimental sniff.
The last glass floats to Sophi, who is as always standing near Vincent. In a rare moment of relaxation, her hajib is down, and the color of the liquid in the clear flute is almost lost in front of the darkness of her skin. Articulate fingers lightly grip the sides of the flute, and her eyes scan across the room at everyone. For a moment, her eyes rest on me, and a wave of emtion slams into me like an almost palpable force. She gives me her sad, slight smile, knowing what I'm feeling, before returning her gaze to Vincent. I clench my jaw, reminding myself that what I'm feeling isn't true, that it's an illusion, an empty and hollow thing. I harden my heart. I do not want to feel this.
Tony watches the whole exchange with vague interest. Even as he sees me notice him, he continues to watch, to file away my reaction in that steel trap brain of his. Another keeper of secrets, that one. A hoarder of information. A pain in my ass.
"We've faced more than a few obstacles in our time abroad," Vincent says to the assembly. His mixture of Italian and French accents gives a musical, lilting quality to his words. "We've faced and overcome these obstacles. As a team. We must be constantly reminded that we are far stronger together, that we have the power to face whatever upcoming trials and obstacles so long as we remember that we're a team." He pauses for effect, looking around at everyone. He conveniantly ignores Tony's slight roll of the eyes. "We forged a bond literally in the blood of our enemies while we were in England. It is a bond that will serve to keep us stronger than we would be seperately." This time, his words cause a ripple of unease in the group, couple with no small amount of guilt. I see Sophi's gaze harden slightly at Vincent, a momentary flash of anger that quickly fades.
Not for the first time, I calculate what it would take to kill Vincent. How much time it would take. What my chances of survival would be. How his group would react. Whether they'd kill me. How Sophi would feel about it. How angry she'd be with me, after making me promise. Would her anger be a fair price to pay for...
"I believe the unity of purpose we are developing will push us to better things," Vincent continues. "I truly feel that as we grow into ourselves, there will be no challenge that, given time and planning, we cannot overcome. We will be strong together. We will face our challenges together. And together, we will not be vanquished." He raises his glass. "Salut!"
Everyone eagerly drinks at the liquid in the glasswear. I hesitate for just a moment, then raise the flute to my lips. I set my jaw and harden my stomach as I tilt back, the warm, salty blood slicking its way past my lips and down the back of my throat. I try to pass off the small shudder that passes through me as one of ecstasy.
As we drink, we all feel the light bump of the jet's landing gear touching down on the tarmac of the airstrip. A small cheer rises up from my associates, and I note Vincent's timing between speech, drink, and landing. Effective.
Not once during all of this are we told to raise tray tables or return to our seats. For the amount of money my "associates" spend on such extravagances, nothing should ever crackle.
Thursday, November 17, 2016
TRIGGER Pull
I've stated before that I like to run dark, gritty games. There's something special about facing the inherent nihilism of the world, about staring the abyss in the eye and daring the mofo to eyeball you back, that I find oddly confirming. I tell dark tales to my group so that afterwards we can appreciate the light.
As is often the case, these grim tales tend towards adult themes and content, violence and depravity that lurk in the darker recesses of the id and ego. I do not tell tales of torture porn, as I find that distasteful, but I don't shy away from darker elements that have a narrative purpose. Amongst friends who've known each other for years, who kind of know what makes the others tick, you can get a feel for what you're group will or will not be comfortable with, and can tailor accordingly. When telling tales like that, horror tales, you want to edge towards the comfort border, but you do not want to run across it all willy nilly.
But what do you do when you haven't known members of your group for that long? Or when your group is mixed company? How do you know you can tell a horror story without crossing the lines with someone, without triggering some sort of deep seated reaction in them, or just plain old disgusting them? The answer is very simple. You communicate.
My group is made up of myself and seven other people. Two of those individuals I've known for and gamed with for eighteen to twenty years. We've run some gritty games in the past, and I don't worry too much about them. However, a third guy in the group, my friend's son, I've known for eighteen years (since he was born), but I've only really interacted and gamed with him for about two years. The additional four members of the group, I've known for two years or less, and they include a group member's fourteen year old son and a woman. So in essence, over two thirds of my group, I don't know what really makes them tick inside. Also, I run the risk of offending parents if my story has overly questionable content.
When I decided I wanted to run grimdark games for this group, I wasn't sure how to go about doing it. I figured I'd have to keep it somewhat toned down and safer than I'd intended. This is actually an okay method! Most stories you want to tell, you can tone down the darkness and still get the point of the story across. If you're ever in doubt about what you can, "get away with," err on the side of caution. It's better to tell a watery story than it is to risk severely offending someone you're trying to entertain.
Fandible.com is an actual play podcast, and they have an effective way of warning listeners about impending questionable content. While they did not come up with the idea, Fandible is the first group I've seen make use of 'trigger warnings.' In essence, these are blurbs about the type of questionable content, informing listeners in case they don't want to hear stories involving said content. This works well for my group because we maintain a GroupMe site for our games, and we can discuss what's going to happen in the games (no spoilers!) before we get together. I need to point out, when you use a trigger warning for an upcoming session, make sure you allow for feedback from the group, and allow for venues of private discussion. Let them know if the trigger can be altered, or if it can't, let them know they may need to sit that session out. Make sure the gamers know you're open to communication! For instance, if you're going to run a game that will include child abuse, and you have a gamer who doesn't want to take part, they need to know that they can tell you why that is, if they choose to do so. If that gamer was abused as a child, they may not want to relive certain memories. Or they may want to take part in the game, but they want to discuss with you how it affected them so that you can avoid certain things, or even play up certain things if they want to try to work through an issue. I cannot stress this enough.... Communicate! Always be willing to communicate.
When it comes to running questionable content, this is my commandment... Do not glorify the darkness. For example, don't tell a story that includes animal cruelty just so you can run a scene where characters get to torture puppies. We shouldn't revel in the shadows, we should hold a candle up to them and examine them for what they are. Also be respectful of your players. If you have a game where a sexual assault is going to take place, do NOT do that on "camera." Keep as much questionable content as you can off camera, and tell only enough to get the point and mood across. No more than that, otherwise you start running into torture porn territory, and that doesn't work for me. Also, if said content involves a character directly, discuss the events with the player before you play them. This is important. You and the player need to agree on what's appropriate and what's not. This may mean giving that player some spoilers, but better that than irrevocably offending the player.
After the game is complete, everyone should take time to decompress and discuss, as needed. It's natural for gamers to step into the shoes of the character, to become them, and to feel the emotions the character would feel. Because of this, you may need to take some time at the end of the session to help everyone become grounded in reality again, or to work through whatever emotions they may be feeling. The gaming table should be a safe place for everyone to discuss what they're going through, without fear of ridicule. If you have gamers who can't respect that, you may not need them at your table.
To summarize, there are about four steps for running triggering content. Decide if the story demands that type of content. Warn your players of impending trigger content, and communicate with them about it if needed. Respect the content and the players, and show just enough content to get the story across. Decompress after the story, and give everyone the chance to find their balance, and discuss the ramifications of the content if needed.
These are merely my suggestions for running mature content, though I think they're pretty good ones. I hope that you can use since of these hints to gain insight into how you can run more mature themes, and I wish you luck in doing so. Remember, while we may walk through the shadows, it just takes a little light to find our way through.
Tuesday, November 15, 2016
Why the Storyteller?
I run a Vampire: the Masquerade game for a group of my friends. We generally meet every other Friday evening, and for a few hours they run their characters through various scenarios I create. I won't discuss my developmental process right now, but suffice it to say, things usually do not go as planned.
Every game master knows this: Players are a tricky bunch, and when you present a sandbox scenario (I happen to love sandbox games), players will run off the rails pretty quick. It's a unique challenge, trying to herd (in my case) seven individual quick minded people, each with their own goals, onto a story path. In addition to that, a game master has to remember relevant non player characters, locations, primary and secondary story arcs, tertiary story threads, political environments, behind the scene machinations, player and character goals.... Oh, and when portraying those npcs, the gm has to portray each one as an individual, provide mannerisms and speech, and remember THOSE npc goals if relevant.
It can be a daunting, quickly overwhelming task. It can be frustrating, heart breaking even. It can break some gamers' will to gm anymore, or even cause them to stop playing altogether. So the big question one might ask is, "Why? Why would you want to be the Storyteller in the game?"
I can't speak for every game master, dm, or storyteller out there. I can perhaps hazard a guess on their behalf, but that speculation will be colored by my own experience or lack thereof. What drives me may not drive someone else, and that's fine. There are no wrong answers when it comes to why a successful game master does what he does (though, if you're running a game for world wide fame, glory, and to pick up supermodels.... Eh, I don't think you're gonna be happy). So, I'll speak for myself, and if there happens to be carry over for someone else, great. If not.... No worries.
I guess to start from the basics, we'll discuss world building. I enjoy the idea of presenting a backdrop that players can interact with. I like developing elements that in some way will resonate with players and their characters. Such aesthetic is informed by the type of game I'm running, as well as the general mood of the players, but it generally has to be an aesthetic that I personally enjoy. In the case of the VtM game, the setting is a grim, gritty analog of Nashville. My group lives near Nashville, and we're familiar with it (though in the game the city is called Ashford, and is located near Gary, Indiana). The grim mood is in line with the theme of most Vampire games, and since I like gritty movies and stories, and kind of a noire vibe, this hits my buttons. I can get into this.
As to developing story lines... I like to write. I like weaving webs, casting entanglements, seeing how pieces fit together. I like getting reactions from my players. I like drawing then into a tale I'm telling, getting them lost in the story and how the pieces interact with one another. I like playing with character emotions and motivations, drawing out expectations and tensions. Intrigue and morality plays are my go to devices.
With npcs, I like acting, I like performing. Each npc is a chance for me to don a new suit, try on a new skin, fit in a new head. I like the challenge of finding the proper voice, the proper stance, the correct gestures for an npc. Many times, I have to do this on the fly, so I get to stretch my improvisational wings, and then work my memory as I try to remember those bits and pieces for the next time I present that npc.
As a whole, the challenge of presenting a cohesive experience kind of gets my juices flowing. I mentioned before that I like writing, but when I prep for a game, I write very little, if anything, down. A couple of jotted notes, a thin outline if I'm feeling like working, and then we're off to the races. At that point, it becomes a competition of sorts. Can I keep up with and entertain these seven people? Can I keep my plots framed together and relevant to both the story and the characters? If I screw up, can I cover it without the players knowing?
This last point I'm going to hit is probably the one you'll hear least about if you do any research on story telling or game mastering, but I think it's one of the most honest points, as well as the one that indicates the most vulnerability. I have a pretty healthy ego. It can take a decent amount of abuse and I'll still be peachy keen. But at the end of the day, I like to be appreciated. I like to know I did a good job at something. I like having people entertained by what I do. I like to have my friends like me, and by entertaining them, by taking them on an adventure of the mind, I can prove my worth to them. Does that mean I want them to constantly pat me on the back and praise me? No. I want the critiques. I want to know where I mistepped. I want to know where I can improve. Yea, I want my ego stroked, but I want to earn it honestly.
So there you have it. I almost exclusively take the part of the Storyteller as opposed to playing. With all of the inherent obstacles and struggles that come with running a game, that's the slot in which I thrive. I enjoy it. That's my element. And now, to some extent, you have the reasons as to why I'm a Storyteller.
Telling Tall Tales
While I was enlisted in the Army, I came across a game back in 1992 that would eventually change how I viewed role playing. That game, White Wolf's Vampire: the Masquerade, had just published its second edition book, and it was recommended to me by a comic book store clerk who knew I liked vampires (before this, I was devouring the DnD Ravenloft materials). After reading through the book, my mind was blown.
I'd tried running one or two games with some of the guys in my unit, but at the time I was still too imbeded n the DnD mindset of power gaming and min/maxing. Additionally, I hadn't yet learned how to focus a game on the players, so the sessions I ran were lackluster "baddie of the week" affairs. Yea, not great.
In '93, we had some new recruits join our unit. One of the guys was a fellow named James, and he, his wife, and I would soon become very good friends. As James and I talked, we discovered a shared interest in gaming Once his wife moved to the area and they'd gotten off-post housing, they began hosting small gaming sessions for the few of us who played. Eventually, I'd broached the topic of Vtm, and they were interested in the idea, so we gave it a shot.
We were 19, 20 years old. We were all speed readers. We were all fairly smart. Needless to say, we skimmed the rules and didn't learn them all that well. Our core group was just the three of us, with an occassional friend joining in. But we had fun. So much fun. James and his wife Tabby started having me stay over on the weekends so that we could engage in all-night sessions. This led to me moving in with them so that we could play during the week. Additonally, we'd often times just sit around and discuss the nature of the game, what we wanted to see happen in the games, and general strategies for the games. We delved into other White Wolf games, and we took turns on Storyteller duties. In truth, the time I spent playing with them is probably what helped me get through my enlistment.
I eventually left the service, and James, Tabby, and I went out seperate ways. A few months after moving here to Tennessee, I met members of the group I currently play with. Several of us have been friends for over twenty years now. Over those two decades, I've learned more about the "art of storytelling," I've picked up tricks, read up on the art, learned about story structure and improvisation, how to make characters more believable. In every way, I've become better at what I do.
But.... if it hadn't been for those couple of years where I was so intensely engrossed in the games, so inundated with the concept of trying to help my friends have FUN (that's the idea of a game after all, right?), then who's to say how I would have turned out as a Storyteller. Sure, we didn't have a full grasp on the rules. Yea, we had some really dumb, overpowered character (I had a Bubasti Mage at one point... heh?). But we had fun, we enjoyed ourselves, we learned the basic, golden rule of gaming. Have fun (there might be a point I'm trying to make, hmm?). Everything else, rules, structure, timing... they can all be learned. But if you can't let go and laugh from the get-go, then that will carry over into how you game. Think about that.
Now go out and tell some tales.