The topic for the 8 March 2012 chat was Storytelling Devices. Wondering what RPGchat is? Allow us to explain. Interested in participating? Join us next week on twitter. Just look for the #rpgchat hashtag, and share your thoughts when you’re ready!
What We Talked About
The discussion began with using flashbacks in the course of play:
One of my favorite storytelling devices is the flashback. How have you used them in your game?
So I’m a big fan of the flashback, though they can be hard to manage in a game with lots of advancement.
Flashbacks work well in my not-quite-famous amnesia campaigns. Start knowing nothing, and have to piece together what happened.
I’ve used the flashback mechanic with ancestors of the PCs (a side group) playing stand alone sessions to reveal a campaign secret.
More about using narrative devices to keep the story going:
I *love* splicing RPed backstory into combats, it drives the fight and lends meaning to your actions
We discussed using flashbacks and flashforwards as a way of empowering the player both in developing their character’s backgrounds and in developing the plot of the game:
I haven’t ever done an interactive flashback before. Done some visions. Just quick brief scenes to get the point
What about when the game runs off the rails?
Another narrative device is the dream sequence and hallucination which work very well in horror games:
For me, Cthulhu. The slow effects of growing madness is an excellent device for story and RP.
The full archive is available is spreadsheet form, here.