What do you need to know?
Elusive Legends: Building Story in Tabletop RPGs by Diceless Hero
Games is a series of articles concerning different story writing
techniques for use in role-playing games. It is aimed at Game Masters
who want to improve their craft.
For USD
$2.99
(aff) you’ll get a PDF treatise on 22 writing concepts.
What is it about?
The product starts with the premise that being a better story writer
makes a better GM.
As Justin Alexander already has pointed out, there are dangers of using
linear mediums as RPG examples but
role-playing games traditionally have been inspired by fiction writing.
As there are similarities, it doesn’t hurt to begin with this assumption
and as a theoretical model it is a good starting point.
I also find the author’s notion that the GM creates a story
misleading. It sounds like a GM telling a story where the players are
only spectators without influence on the outcome. This smells like
railroading (gasp!) to me. Ideally, the GM and the players create a
story collaboratively which means that the result is not in the GM’s
hand alone. Luckily, this is what Elusive Legends tries to help us with
but the description of the product is a bit confusing.
So, what is this book about?
The goal of the book is to provide us with guidelines on how to create a
story. The author, Russell Brown, approaches the topic by discussing
story elements for beginners of fiction writing and suggesting ways to
adjust it for RPGs. He takes four game systems as a baseline: Dungeons
& Dragons, Hillfolk, Dungeon World and Fate. Herein lies the problem
that I have with this product: The following articles explain how these
games already use the described concepts or how they can be adjusted for
use with them.
That means, in order to really understand what the book is talking
about, you need to know these four game systems. While I am really
familiar with D&D and Dungeon World and have at least a cursory
knowledge of Fate I don’t know anything about Hillfolk. So every time
the book talks about the concepts regarding Hillfolk I’m left out.
Without prior knowledge of the aforementioned rulesets, the articles
stay theoretical and thus inaccessible to me. It’s nice to read how
Hillfolk handles things, but it doesn’t help me.
Partly I’m feeling that the author approaches D&D somewhat one-sided.
D&D is capable of a diverse playstyle and he sometimes seems to take the
standard approach of “kill them and take their stuff” for granted.
Admittedly, the rules as written may indicate that but I still feel it’s
a limited view. The 22 concepts are substantially explained. The author
doesn’t waste your time by lengthy explanations but still manages to
convey the important points. If you’re like me and didn’t know about
story elements this book offers a wealth of information. It is delivered
in a tight package and is easy to read.
The content makes this product worth the investment despite its
shortcomings. What are the concepts exactly? I’ll give you an example:
the Inciting Incident. That’s what sets the story in motion, where
everything begins. The author explains that the incident should happen
very early so that gameplay can move on. In roleplaying games, the
inciting incidents refers to the moment when the players com in. And we
will all agree that this should happen pretty fast, otherwise it’ll get
boring. Furthermore, the incident should motivate the players to get
involved. The advice given for the four game systems is a mix of
explanations on how these games handle certain story elements and actual
examples. It is very general. I would have liked more detailed
descriptions and some more illustrations on how to take the information
to the gaming table.
For all that, Russell Brown included a short segment about how to begin
with the most important concepts. While on the short side it is a
valuable tip on how to approach this book. In the end, I feel that the
author doesn’t deliver on his promise of providing guidelines for
creating stories. He gave me a set of ideas whereas I’m a bit stumped
about the actual implementation of those.
Appearance
The PDF has 57 pages total including cover and bibliography. The cover looks good. Interior illustrations are almost non-existent but are not necessary anyway. The layout is minimalistic but sufficient for an article series. I’m missing hyperlinks and electronic bookmarks in this document.
TL; DR
Elusive Legends delivers a nicely written package of useful tools for
story-writing. The look at four distinctive game systems and how they
incorporate the story-writing concepts is fascinating. Unfortunately,
the advice on how to put theory into practice is mostly not tangential
enough to be of immediate use. If you don’t know every game mentioned
some parts of the book won’t be helpful.
The author has a concise writing style which I like a lot. The product
is a steal for 3 bucks considering what you can learn from it. Still,
the guidance on how to apply the theoretical concepts into role-playing
games could be more extensive. I would’ve also liked to see more
examples for other gaming systems and other genres. D&D and Dungeon
World use a fantasy setting while Fate and Hillfolk are genre-neutral.
That being said, I recommend it if you’re interested in some theoretical
concepts and ideas.
Links:
Elusive Legends: Building Story in Tabletop
RPGs
(aff)