Wednesday, August 8, 2018

#RPGaDAY2018 - Day 7: How can a GM make the stakes important?


To answer a question like this one, I'd think like a writer.

I made a quick google search regarding the raising of stakes, and found this page: 5 surefire ways to raise the stakes in your story, by Claire Bradshaw.

It's a pretty good read

Now, I could make a fair discussion on this subject, but I'll try to keep it short by focusing on the first point that Claire brings in her article: What are story stakes?

The article says:

"One of the most important things a fiction writer must do is keep readers engaged in the story. This means piquing and holding their interest throughout the novel. It means ensuring they are invested in the characters and the outcome of the plot – invested enough to want to keep turning those pages.

One surefire way to achieve this is through careful consideration of your story's stakes."

To define a story's stakes, she encourages readers to ask questions like the following:
  • What does the protagonist stand to lose through the story's central conflict?
  • What do they stand to gain?
  • What do they want or need to obtain or achieve, and what stands in the way of them doing this?
  • What are they risking in trying to achieve their objective?
Now, I will use the Tomb of Annihilation module.

Image result for tomb of annihilation
An adventure module with very clear and important stakes


For those unfamiliar with this module, it presents the idea of the Death Curse, which thwarts any attempts of resurrection while slowly killing anyone that was previously resurrected. Using this information from the module, I will answer the questions from the article:

  • The players may lose their lives, as well as the lives of anyone that's slowly dying, through their journey in stopping the Death Curse
  • By stopping the Death Curse, the players may save countless lives, as well as gain riches and recognition from grateful patrons
  • They must ascertain the source of the Death Curse, and they must brave through the jungles of Chult and all of it's dangers to get to it
  • The players risk getting lost in the wilds, getting attacked by monsters, being afflicted by curses or diseases, or dying and never coming back

By making these stakes clear to the players, you give them importance. Make sure these are always present in your games, and it'll help you lead your players.




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