u/Any_Garlic_9785

▲ 153 r/DMAcademy

3 C's of Storytelling - Advice from a 20-year forever DM

No matter the system, the nights that I remember decades later are the ones we never rolled dice. The players did 90% of the talking, it's just that the story and action took off.

These are the only guidelines I lean on, either for prep or responding in the moment. Hopefully it helps new DMs cut through the noise and see how the engine actually works!

  1. Conflict
  2. Consequences
  3. Connections

Conflict - the only truly essential element of storytelling. No conflict, no story. Yes a story has a beginning, middle, and end but that structure is created by conflict - stasis, conflict, resolution.

Conflict always comes in the form of an obstacle - the door is locked, I need info but can't reveal my identity, the gap is 30ft across, someone is trying to kill me right now, etc.

It's also expressed through antithesis - a conflict of themes or ideas (a powerful evil being taking the form of a small innocent child)

All the juice is here - the greater the conflict, the more compelling the action.

Consequences - this is what players mean by player agency, or having an effect on the world. More simply put, they want their actions to have consequences. Good, bad, or both. It's the chain of cause and effect that gives a world internal consistency and makes it feel real. And therefore consequences should last and not be easily undone.

GoT soared then failed because of this. First 4 seasons - definite consequences. Back half - plot armor and teleportation.

Again with conflict/antithesis, choices that result in mixed outcomes have more bite. Morally grey, or even the basic "which one do I save?" choices are examples of this.

Connections - relationships, cause and effect, etc. This is how you run a game over time without having to constantly create new material. There are 3 named NPCs with a group of bad guys. Do I let them kill all 3 or does the smartest one escape first in case I want to bring her back?

Ghost of a paladin cursed for some reason? Village needs saving? Connection - he's cursed because he refused to protect the village 100 years ago. Conflict - he's only a ghost so can't directly help, or he's trying to hide a shameful secret but the PCs need to know it to handle the situation. You get the idea.

This is literally it - the engine of never-ending and easy storytelling. Consequences hold the world together through cause and effect, Conflict creates all the energy/movement, Connections make it richer over time.

You don't have to plan or even think about resolutions. Just offer up conflicts, the players act, and consequences naturally follow.

And don't worry about if it's any good. If you hit these 3 consistently it will be good enough and better than most tables.

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u/Any_Garlic_9785 — 17 hours ago