A (personality trait) (profession/role) trying to (goal) despite her (flaw). She wants to become (profession/positive trait), achieve (social status), overcome/move beyond (past trouble, mistake, tragedy). She believes in (ideal or personal credo) and can’t stand people who (believe other credo/behave in a certain way). People know her as (reputation) and expect that she will (achieve/fail/become something). She is a part of (social group), is expected to obey (authority figure), assisted by (friend/group of friends), is opposed by (rival group). She wants to earn respect/love of (NPC), see (NPC2/rival group) get their just desserts for (dirty deed), help (NPC3) deal with (problem/flaw), fulfill (promise made) for (NPC4), and protect (NPC5) from (personal flaw, danger, other NPC or group). |
Should that be stuff like "You stand before the steel door of the Vault. What lies behind it?" or "You hear skittering in the darkness. What creature of the vaults do you fear the most?"those are awesome questions, but I think it varies with the group, there is no question that's 100% useful for every group.
However, I would be more subtle. The "Getting Started" paragraph and the "Ask Questions" goal should clarify what I mean.
Examples of questions I asked the recent first session:
• how works your magic?
• how's organized your tribe?
• why would the evil cult attack you like this?
• how about your thieves guild?
When asking question, you should look for what's interesting for the players and their characters. You are gathering details, facts, motivations, that set in motion the story and basically build themselves the fronts for the future sessions. They describe their dear homeland? Someone attacks it. They describe an enemy? You have him raise to power. They declare important facts about setting-specific details—like the wizard who learned magic studying on powerful magic tome wich allows the owner to control spirits, found in a mystical cave with walls covered by arcane signs? Then someone tries to steal her that tome, while the cave becomes conscious and starts to spawn evil elementals all around.
The book is actually very clear about all those things. Check this quote:QuoteThe first adventure is really about finding out what future sessions will deal with.
And I'm speaking like a pro while I learned how to write fronts yesterday.
Provocative QuestionsAnother good tactic, I think, is to ask for details about their stuff
When Adventurers Return•How did you get your (whatever item)?
•Where/Who do you get your basic supplies from?
•Where/Who do you get your specialist items?
•Who's your favourite race / monster? How do you get along with Xena then, when she hates them? What do you do when people want you to agree to their prejudice?
•Where do you live? Draw it on the map. Here. Really? How do you stand the smell / location / view? Why do so many people think your neighbours are crazy / untrustworthy / aloof? Why don't you move into a different place, there's bound to be one around here somewhere?
•Are you single or attached? Anybody on the side? Why is that? So last time Thorgrim was hitting on you, what did you do? Did anybody see? So why's the barmaid always giving you that look, or is it something else?
•Where did you get your clothes? Did you buy/loot/find/make them yourself? Are they new or worn out? How many people have tried to kill you for that fancy suit of armour of yours? The Innkeeper said Dumbledoor has the exact same Wizard Robes as you, what do you think of that?
•What do you do for fun, usually? Do a lot of people do that or you on your own? What happened the last time somebody tried to stop you, and who was it? You think that'll happen again? What happened when you were doing whatever it is you do for fun that you don't tell anybody about?
Grim Portents
•Bring up any setting element they name drop and ask about it over and over. Get different players' opinions on the same area or person or monster.
•You'll find the kinds of details you want when your questions ask about or imply bits of the world, or personalities.
•If you want them to fill in the world more, pick a place on the map, and just ask about their experiences there.
•What do they (monsters)have that you want?
•What do you have that they want?
•Where is the most treacherous / adventurous / frightening / reknown place that you know?
•O.K. so you're hungry / thirsty / horny / sleepy / wounded.... What do you do?
•The MacGuffin is all broken. Where can you find replacement(s) or repairs? Why is that such a bad idea?
Antagonism
•Have you two (players) ever gotten in a fight? Elucidate
•Who would you turn to in fix?
•Where do you see yourself in five levels?
•I don't know if you've ever fought / stolen / ensorcelled / negotiaed anything from these guys, but if you had to pick, who's the most obvious option?
•What was the last thing they did to piss you off?
•They hurt you. How? Why?
•Hey, you know why. Tell us the reason they are coming for you, teeth bared.
•Its not safe at town anymore. Where do you go?
•Out of the bunch of them, one gives you a strong gut feeling. What is that feeling? Who does it pertain to?
Drive
•Everyone knows you’re [choose stat]. What do you do about that?
•What Move are you really drawn to? (another player) What does that say about them?
•What secret are you protecting?
•We all know you’re the [playbook]. What makes you so special?
Through the years, GMing at conventions, I created a structure so the players can pick up these techniques really easy. First, I explain that what we are going to play is a roleplaying game, and it's all about bouncing the narrative between each other. The players are allowed to create things on the spot and I will make that happen by not describing the environment more than a word or two.
"You are all in a library, for example.", I say and then pointing towards a player. "What's in the library?"
"Computers", the player answers. I fill in with " ... and you can see people sitting there.". "You", I point at the next player. "What's more in the library?"
"A librarian", the player answers. "... but she is being busy with something at the computers.", I reply. I point at the third player: "Do you recognize someone in the library?"
"No, not really", the player replies and I continue with: "Because..?".
"Because I've never been to the library."
As you can see, with this exercise I both introduced The Three Words and that I ask questions. I point out that the players are allowed to create whatever they want, may it be relationships, things, places or whatever. I can always fill in with "and", restrict with "but" or sometimes give an explanation with "because" or ask questions. I repeat what I said in the exercise as examples for "and", "but", "because" and the questions while explaining this.
There are also three things I point out.
-- I wont describe details, because I want to leave that to the players to fill in. On the other side, the players should be fair and leave out the details when they narrate something, so I can continue adding stuff.
-- I'm not the only one who are allowed to add to the players narrations. The players can continue each others narrations as well.
-- I explain how the world works, but I will adjust if the players will start narrating silly or illogical things. They set the bar.
Questions are, together with The Three Words [and, but, because], one of the strongest narrating tool that you got as a GM. By asking questions, you add more wood to the fire, hopefully giving either inspiration or atmosphere. They can also give certain thinking patterns in the players. I never try to give suggestions to my players when they are about to solve a problem or wants to describe their character or the environment. Instead, I ask questions. I usually ask questions to introduce something that the players don't normally think of.
Are there any particular sounds?
Are you wearing something on your head?
Is there anything in the ceiling that you can use?
Was it something that happened between you and your friend?
You can also ask targeted questions, if you want to add atmosphere. So instead of saying "... and it's raining", you can ask if it rains. The players will most often go along with your question and answer yes, because you leave it to the players to decide. Try asking some targeted questions that really changes things like "Do you die from this?" or "Does she refuse you?". Ask these kind of questions when you want the players to elaborate or perhaps to surprise the players, taking a stance that they haven't thought of.