Thanks to the Internet and social media, I've been discovering a larger community of role-playing enthusiasts that go beyond the normal crowd I know personally (or would be found at the local game store.) Several of these sites, (
www.ryanmacklin.com and
www.roleplayingtips.com) are excellent sources, as well as one of personal favorites -
www.jesshartley.com. Maybe cuz I'm sweet on Jess. Go figure. Who isn't.
But it's cool - I think that it's important for us to become better at our craft. The better we become at storytellers, the more influence our players to be better (who in turn, influence us to improve as well.) Beyond the basic commiseration of problem player scenarios or whatever, it really helps to connect with this resource network in order to share ideas and discuss shared value points that give us all something to work on.

However, one of the things that is slightly disappointing is that most of the storyteller community share tips primarily for D&D campaigns, and that's understandable. It is pretty much the canon for rpg's, and you really, really have to try NOT to have played D&D at least once if you're a tabletop enthusiast. I however, don't play D&D regularly. It's really not my cup of schnapps. Don't get me wrong, great game but I don't really find the genre what excites me as a player or as a storyteller. There are some great DM's out there, I know. But it's like the old saw that a good artist can make anything extraordinary, but it doesn't mean the subject itself is interesting. I often joke Peter Murphy could sing his grocery list and it would be an amazing experience. ("Two quarts of miiiiilk....and some egggggs...")
So as a bit of an odd duck, I'm going to try and discuss the craft a little bit of non-D&D storytelling from time to time. Not as a statement against D&D, mind you. Just because it's what I know, and I feel the desire to share to give a little back.
We're currently running through a Vampire chronicle, just completed game 2. One of my players, who is new to my immediate group, is also a storyteller but this is his first successful experience in a V:TM setting. Oh, he's tried it - but he told me last game they usually don't get past game 1 with his normal gaming group, because the clans usually end up in-fighting and barely last through game 1.
I get that. V:TM is actually a tough RPG to do correctly, especially in the first series of games. Sometimes I truly wonder if V:TM is meant to be played as-is. Because the game universe is structured to encourage backstabbing (not unlike a Paranoia game, but without the yuks), players already start with a strike against them in certain scenarios. That doesn't REALLY happen in D&D much - clerics and magic users, for instance, rarely have a true problem with one another unless the DM opts to make that part of the background. There's usually an inherent camaraderie in D&D parties that only really have problems unless there's a broken player in the mix.
Further, the game itself structures itself to have what is called the "jihad" - basically the older characters who are trying to manipulate the younger characters, each other, and of course mortal society. Often that's not a problem because players start at a roughly equal power level, but it can happen.
Finally you have the inherent issue that vampires don't LEAVE home very often. They pick a city, they set up their shingle, and they stay put. For centuries. They're not really adventuring types inherently, unless there's a really good reason. That puts a lot of pressure on a good reason to be created by the Storyteller.
Let's recap that - characters that are written to conflict with one another, encouraged backstabbing and inherent reticence to engage with other players and or NPC's. Usually we call those broken players. Here we call it, Game 1. Enjoy your Vampire game.
So that leaves the hook - what brings the player characters together and (initially) keeps them working together for relatively similar purposes. One method is of course the mutual background creation that makes it easy to point to something that at least brought them together as a unit. I actually try to shy away from that overtly, because I prefer to let the players form their own bonds organically. Usually, I prefer the method of having them brought them together by a third party in one fashion or another and then sets them on their path.
In comparison, my quasi-Call of Cthulhu game
Context 9 did it pretty easily - the pc's were hired by a corporation to be their personal investigators into the unknown. I likened it to the
Charlie Angels trope, different people brought together by third-party powerful benefactor. It left things open-ended while allowing the players to still keep secrets from one another if they so chose. I'm not a fan of doing that so heavy handed however for
Vampire, and ultimately it doesn't make sense. I prefer to have the group brought together by a mutual problem that they need to solve en masse, whether or not they are aware. However in my current game,
The Lonely People, I tried to turn the
Charlie's Angels troupe on its ear. They were gathered by a debt to a powerful elder, but all of them were accrued separately. So immediately there's conflict in that they don't inherently know one another.
Conflict + Mutual Background divided by Individual Experience. So far, they haven't even MET the original elder in question, leaving doubt to whether he really called them together to repay the debt. The debt itself doesn't seem to make sense to the casual observer
- Distrust + Shared Mystery. And finally, the debt itself becomes more complicated in the face of outside events and withheld information -
Problem Solving despite Changing Environment and Incomplete Information.
So far, it's worked pretty well in keeping the group together, although they certainly don't trust one another (and shouldn't), and they all have different agendas. I doubt this game will go beyond Game 6, but that's not a bad thing. I like to keep my chronicles relatively concise. Why I know Game 6 as opposed to Game 4 is something else...