Transcripts
1. Introduction : Hello, My name is
Thomas R. Wilson. I'm my professional storyteller, writer, journalist advocate,
and business owner. And I welcome you to
this class center around finding your
creative style. And D, and D, a
bit about my work and why I'm qualified to teach
this is I run a business, R and H, creative advocacy
and storytelling. A business designed around helping people
build their voice, create their style, and build their connection
to their pairs. Center around
Dungeons and Dragons, other tabletop RPGs, but also advocating and
facilitating events. I've been an event facilitator
for 13 plus years, and I've also been a professional dungeon
Master for the past six. My experience spans over a decade and I am
working hard to grow a business that has grown almost 800% in the
last six months. Now in this class, we are
going to demonstrate how to craft a campaign in a paragraph form that
suits your style, that matches who you are and
what you are connected to. We will also examine the ways in which we
want the stored to flow, how to develop NBC's, and ultimately how to put them
in settings in the story. That again, matters to you. Our homework is
going to be simple. This class is really
designed for those who want to build
their style in D, and D. Who are new
to home brewing, new to creating characters, and want to grow their style. I'll see you in the next video, and I wish you the very best.
2. Beginning To Discuss NPC's: Welcome to this section as re-explore understanding
Narrative in DMD, we will look at how this
can be utilized at tables, how it can be functional,
but also fund, as well as focusing
on a variety of mechanisms from NPC's
to setting and scenery, to even considering how we
can best utilize the time. Pat our table. Now, I have explained
some of this in the past, but I highly recommend
you stick this one out because this is gonna be
a very important section. But as always, give
yourself a break. I'm glad you're gradually yourself on finishing
another video. And always remember
you do not have to be perfect via Storytelling
3. Fascinating Characters: When we look at NBC's
or side characters, or the concept in which we will examine and think about
characters and dunes and dragons. There's one character I
really want to focus on as I think it's one of the staples of a very beloved franchise, movies, books, and
a lot of things. But that's actually
the character of U. You may not expect me to reference a character
from Windy Poo, but one of the
beautiful, creative, and loving things
about Windy the Poo is how characters interact. And let me be clear,
and Dungon Dragons storytelling and
creating NBC's settings, they're all going
to be very fluid as it's a shared
storytelling element. But the great thing about Ru is he has a character
that interacts with everyone around him in
unique and delightful ways. But is very much what I would
call a side character or non player character that
has strong motivations, that is able to interact with
characters like Rabbit and Tiger and Winnie the Pooh and a distinct and
humanizing concept. One of the great things
about Ru is he's one of the very few children that's
ever been introduced. I believe in the
majority of the Winnie the Pooh movies
and the books and things there is
Christopher Robin, but Ru is very different. Ru is this intrinsically
fun character that looks at the
world through the lens of a child and is
one of the very few who actually has a
strong connection to a parental figure, not just in his mother but
also in rabbit and Tiger. One could argue from time to
time when they do interact, especially Tiger Ru is seen as both a authority on certain situations but
also very much a follower. Yet other relationships that he has across movies
and other media. U is very much one of the
people that grounds us in our experience and elements of the stories
of Winnie the Pooh. He has this creative
fun aspect that's very human in his
childlike motivations. He talks and behaves distinctly
from other characters. It's actually one of the
things I really love about Winnioh is the characters
are very simple, but they're very
fleshed out too. And what I mean by
that is they all have distinct cohesive elements, but they also are so
unique a variety of media like U is still
a stuffed kangaroo, Winnie the Pooh is still a boo bear who
wants to get honey. But each character, in their simple and
complex motivations and how they talk in
their catch phrases, compliment each other so well. I think this is what makes
the story of so endearing, so powerful, collectively
fun. It's just fun. I was going to use
a different word, but in this class we're
emphasizing comfortability. When you're doing your homework, I reference thinking of
characters that you are very strong connected to
that when you think of them, they bring back both nostalgia, a comforting, easy to understand method like Ru is very strongly
connected to his mother, which is a very strong pole
and a lot of his character. But he's always
looking for mentors, looking people to help him
encourage himself and others. And I think that's a
very human experience. But additionally, he doesn't behave and walk the way the majority of
the characters do. The way that he is
inspired is different. The way that flows in the settings that he
is is very different. What I mean by flow is
really how he moves, how he behaves, how he
talks, what he thinks. These are all things that
we're going to want to think about with
NBC's things we're going to want to comprehend
and want to master and try to develop and who
we are as storytellers. And one of the great
things about U and about D and D is some of the elements of Ru,
like the way he talks. And things can be emphasized
by the people around him, but also as people getting in front of a
tabletop role playing game, or Dungeons and Dragons,
or any other game. It's a collaborative,
sometimes competitive element. The players are interacting
with one another. We're thinking and moving
and comprehending in ways that are impacted
by the people around us. Great NPC's are ultimately
going to focus on that. We're going to see them become things that are fleshed out
by the people at our tables. They're going to have
unique interaction as we explore the idea of D and D, more as we explore this very fun whimsical game that has some very
real life elements. I want you to think of Ru, and I want you to think of
the other characters like Ru, that are comfortable, that are cohesive, that make you smile. And think about
all of these ways that they do this from
the way they talk, they think their motivations, who they are connected to. And I'll see you
in another video.
4. NPC's and Settings: As we get into the section on utilizing NPC's and setting, there are a few things that
I want you to focus on. I want you to focus on how your characters move through the setting, how they behave, what their languages are, how they behave with
people around them, and ultimately how they
function in the city. I'm a big believer
that I personally love building my settings
around my MPC's. Now you can do the
opposite and build your MPC's around your setting. But the core of this, the major thing that I
really want you to focus on is making sure that your
characters have a flow. And that even if they contrast the setting,
they do it well. One of the things that I
love to think about is that villains don't
need to be cut and dry. Villains and a lot
of things when we watch cartoons or
anime or TV shows, villains are dressed
like villains are. They have to have scars
that are very telling. They seem angry and gruff. But it's in that
there's a lot of very strong in creative elements
that give away things. But if you want your
villain to be secretive, you want him to help
trap your players. Or you want him to be simply seem as a
good person or her, or they as a good person. I recommend being
a bit more subtle. Think about the subtleties. Think about the motions. Think about how and
why they may behave in a way that's unique to what villains think of
typical side characters. If you have a shop
that's really unique, really creative, and
you're wondering, how do I implement this? What I would recommend is
thinking about what is it that your shopkeeper
is selling objects. So they're selling
magical objects. Are they unique and rare? Then off of that, you could
look at it through a lens. If they're selling unique items, maybe they're a bit
more eccentric. Maybe they have collected
items that they're not supposed to have and that
can play into the setting. Or even more, that
they are simply a wise and powerful individual
who has the ability to collect and utilize unique
and compelling items. In that I would even think about referencing D and D books
or referencing lower books, and thinking about
how you can utilize these elements in order
to best the setting. The other thing I want to honor as well is when
you're developing settings with your NPC's,
the way they talk, the way they walk, the way they're
dress, everything, even as much as how
their hair is or the jewelry they wear can
influence your settings. Now there's a variety
of ideas around just those elements
where you could tell how fluent a setting is
or how rustic it is. While all things in this are creative and are
ultimately up to you, what I recommend doing
is thinking about, again referencing media, referencing what you're
most comfortable with. Because D and D is a collaborative storytelling
element that is in real time as well as other
TTR D's are the same way. When doing this, I
highly recommend thinking about how your
players will react, how you would want
them to respond, and how you might respond to them and having backup plans. There's been so many times where I've sat down at a session and we've gotten
through a setting in 10 minutes because the
players were not interested. But they were very interested in the prairies outside
village or the city. On the next part that is
connected to the town, or even just the
woods are around. Because I hit something that was unique and transformative
in that story. Having those preparations is
good and we're going to have a brief explanation of why
preparation is so important. But the other thing to
do is think about when you leave a city or leave
the original setting, think about why your
players might move, why they might want
to travel with MPC's, why they might want to
interact with them. Because as I mentioned
a few times, there is a strong familiarity. I think a lot of
gay masters who run table top RPGs,
Dances and Dragons, where they create an NPC
that they feel is dull, but is beloved by the players and becomes
a reoccurring character. When we have
reoccurring characters, we can ultimately
develop them on a further level and really
help them to be fleshed out. Add more lore and
inspiration and motivation or tragedy
when you're doing this. I would also recommend
just keep in mind tragedy is
great in fantasy. We also want to make sure that our players do not practice hateful mindsets or really
toxic beliefs in things. Sometimes super tragic
backstories lead to actually dull NBC's
that blend into things, but they also enable some very harsh mindsets and
players as we continue on. I hope you'll stick
it out with me. Always congratulate yourself as you finish one of these videos, and I'll see you
in the next one.
5. Wrapping NPC's : So as we wrap this section on NPCs and making sure that they utilized
and into the world. The main thing that I really want you to
focus on is making sure that you are matching your NPCs and your
styles to you. It is so important that we
make sure it's storytellers, we are honoring our boundaries. And as Game Master, a table with any tabletop, RPG, RPG or dungeon and
dragons that we're keeping our stories within
what we are comfortable with, as well as honoring our players. I truly believe that we
start on a basis of what we're willing to do and
maintain or boundaries. And makes sure that we
are collaborating with our players with respect
and utmost care. We will be honoring
our game and we can and will be able to
utilize our stories. I know there's so much more in this class that we can discuss, but I hope you'll
stick it out with me. It's always congratulate
yourself on finishing another
6. Beginning to Connect : So welcome to the start of where we are going to look at the stories you want it to tell. The stories that matter to you, and how to apply them
through your voice. As a Game Master, Dungeon Master, what have
you want to call yourself? As well as the ways and the facets and what you want to utilize some in your carrot. Now, I'm a big believer
that it's okay to borrow inspiration
from enemy for movies, for TV shows, whatever it is. Especially in the world
of tabletop RPGs, has so much of it influenced by the community and the
creators in the world. And really what we're
gonna focus in on here. It's helping you to
identify the world, the ideas that
resonate with you, and bringing them into yourself, bringing them into your, your concepts of what you
want your story to be. And ultimately exploring through those lenses how you want
to apply similar stories, door kind of storytelling. So as we jump into the
next part of this, I hope you stick around with me, ask questions if you need. We will explore more further
7. Truly Connecting To Stories: Welcome to the section on figuring out how we can
connect with our story. Now this often seems
like a big deal. Sometimes it can
feel impossible. But the core thing I want
to talk about is earlier I mentioned connecting to things that inspire you in movies, in the world around you and in lore and books
and other things. That's really where
we're going to start. We're going to focus on what we resonate with in the
world around us. Be in books, movies, animate anything that
we respond with. But we're also going
to look at when we sit down with our players,
what is that going to be? For me personally, the
way I do this is I look and I'm constantly
thinking about everything. I watch how to examine
it and explore it. But some of the key ways
to do this are really focusing down on when
you've had those moments. When you're reading or you're watching something and
you just want to consume. You want that
passion that drive, that emotional response you
received from the story. The other thing is an intellectual thought
provoking process. I think many of
us have responded with things when we can
turn off our brain. But as many of us know, sometimes the art or the media that really
causes us to think about it continuously as we
move forward in our day and think about
the way we examine and process the plot twists and things is also really
going to be a core aspect in that I know that
what I'm explaining is rather simple and that's because this topic is rather simple. I know that it can be an
indomitable task or at least feel like it from time
to time to sit down and go, what do I connect with? But what I'm going to
recommend is where you start is thinking about something that you want
to do in the world. Thinking about your dreams, your passions, your hopes. Then as you do, maybe
creating a list of ideas from why
that inspires you. Why it's something you want
to do. Why is it a dream? Who are you helping? Who are
you hoping to interact with? What are the experiences like when you interact with people
who share your passion? Ultimately, if it's not coming to you and those
ideas aren't flowing, or even the idea of why it matters to you
isn't flowing first, I recommend giving
yourself a break. Sometimes the pressure to have answers can
be overwhelming. This is just the beginning. This is something
to get us moving, but ultimately it will come. If something doesn't do that, give it another try. I even recommend writing down what your
favorite stories are, doing a bit of a word map to
examine how and why that is, as well as looking at maybe commentary that you've
seen that you've really resonated with the story. All of these things
can help us get these answers when we
start gathering ideas. When we start looking at
them in a more concrete, possibly even more
developed manner. We can really break down every single aspect at a certain point even
if we need time. One of the beautiful
things about D and D is ultimately that we don't have to always have the whole
campaign planned out. But like I mentioned
in another section, we can build the foundations
that skeletical musculature, that nervous system
and start going. Even myself as a
professional DM, our game master or storyteller, I often go off of those
basis and have that. Now I recommend sitting down
and spending some time. As you think about
your homework, I would also consider
that as well. And I'll see you in
the next session.
8. Where it Started VS Where it is Going: So I'm going to break down for a moment where I started
as a gay master. And where I am now, my very first session was off of an old superhero Almon
style tabletop RPG where people were
playing as heroes. And I remember the first time I helped people with
character creation, I gave them so many options, pushed them to have such
fleshed out characters, pushed them to do like 3
hours of prep character time, and people were burnt out. My first few sessions, there was a lot of confusion, a lot of fear, people didn't
understand how to grow. And I realized I wasn't looking at the things
that inspire me. I wasn't looking
at how to create a unique story for myself
as well as my players. And when I really
dived into that and started thinking
about myself less and how I could incorporate all these
elements for the people around me as an
immersive storytelling for them and myself. And giving some of the
power back to my players, which is such an important
thing that I was like, this is something I had to do. I sat down, revamped things. Went over the things
I've talked about in this class and things
I will talk about. And since then, that
was a few years ago. Now I have been able to
launch in my day job, a series of events around this. But I've also opened
my own business that in the last eight
months has grown about 800.900% centered
around D and D events. And if that's not
something that you want, I just want to give you
a quick detail here. I'm constantly
teaching new players. I'm working with people
who want to develop their own systems,
their own ideas. I'm developing with
businesses and players across the country,
sometimes internationally. In so much of this all based around the idea
that I was willing to grow, that I was willing to adapt and really sit down and explore. I wanted now so much I've
said honor your boundaries. Honor your needs
as a game master. But I also want to emphasize this is a
storytelling element. And be willing to grow
with your players. Even if you don't want to open your own work or
your own business, your skills and
your work can grow exponentially by working
with your players. I think too many game masters or storytellers think
that we have to be the sole storyteller at
games. That is not the case. Honor your players, honor the
stories you want to tell. And who knows what can
happen in your life. I still can't believe
how far I have come and I still have
a lot of work to go. But I hope you'll stick with
me as the last little bit of this class as we
explore more and more. I'll see in another video.
9. The Importance of Preperation: Right now we're going to be discussing the importance
of preparation and ultimately the importance of preparation and using
your creative style. The key things here
to focus on are really that you
want to focus on, making sure you are prepared. Now, every DM knows the
experience of preparing for a game and 3 minutes
in plans are scrapped. And there is a variety of
ways to help with this. But if we do not
understand our story, if we do not know where
we are coming from, how we want to tell our story, and ultimately at least
know the key concepts, we are not going to be prepared. What I recommend here is a metaphor of swords or an
example of what I recommend. Now in preparation,
I recommend at least having what I call your
skeleton of your story. This is going to
be the basics of where you want the foundation
of your story to be, where it's going to take place, what's going to happen,
and ultimately making sure that you can utilize your story in
an effective manner. And the reason I recommend
having these core, at least if not much more, is due to the fact that, especially if you're telling a story that's important to you, it can be very easy to basically just lose
track of your story. Now, all DMs are game masters or storytellers have moments. We, they have no idea where to go and need to end the
session at some point, especially if their brain
is very worn down and iron. I'm going to tell you
there's some shame that can exist with feeling like you have to end
the session early, but you should not
experience that. Even the best DM's and their
sessions a little bit early, sometimes in actual plays, which is something a lot of people see before
they going into D and D. And there are some
brilliant storytellers, I'm going to recommend
that you realize that these actual plays often
have entire teams that are helping them put things
together and allow them to function like
critical role and dimension 20 have entire teams, they have art departments, they have people who
write scripts are all massive things that
the average storyteller, average DM is not going to have. We've gone over some downloads. I do want to say a
couple other things here and I promise
you I'll lift you up. At the end of this is really that if you are not prepared, your story might not
have the structure, may not have the
integrity to run a game. Well, part of this as all DMs gammas or
storytellers know, experience as a game master
will get you better. I actually recommend in this section running
through some of your ideas, practicing how you want
the story to tell. Because in your imagery in
NBC's, in your setting, if you don't have at
least a foundation, you don't have an
idea of how you want things to sound
and move into, it will impact the
entirety of the stories. Nbc's might seem flat scenery, again, like it's
two dimensional. It's not a three dimensional, it's not showcasing
what you're doing. And ultimately, it's
very easy to slip into moments where you have
no idea where you want to go. Now, a couple key
elements that I want to utilize here are a lot of people have
talked about the beauty of a snack break or
a movement break. As someone who works
in the community, I actually work
both of these in. I find that they
are a wonderful, beautiful way for me
to get a break myself, but to also do some planning
that I wasn't expecting. It's a great way for your
players not to burn out. In preparation, I
recommend having that. Additionally, if your
fuel is running low, make sure you are
prepared with a snack, with a drink to keep
yourself going. Ultimately, when you have that skeletal system
of your story, I recommend adding in the nervous system and
a bit of the muscle. And what I mean by that
is making sure you have a firm understanding of where you want
your story to go. And ultimately, at
the very least, flesh out your details,
make them immersive. Because ultimately,
if we prepare and we move in a completely
lacklustre way, people will stop
showing up at tables, people will start
losing interest. And ultimately, people will very much not want to
participate in the story. And that is the last thing
that we want, right? We want to create
immersive stories. The last thing I want to say is that preparation
can actually make your ideas into a great and wonderful
immersive experience. Because preparation can
give you the foundations to tell a story that is going
to pull in your players, create those wonderful
creative ideas that I know you are capable of and ultimately will help you to shine
as a storyteller. We all know the best. Ms. Best Gammasters, best storytellers all have a strong foundation of
what they want to have. Having multiple avenues of where you want to go is
a great way to do this. Now, this is a short class. I can't go into every detail in complete detail, every
topic, everything. It's just not going to happen. I recommend I'll leave some resources for you to check out in the
homework section, and if you have
questions for me, please ask in the Q and A. As you plan for your homework, I highly recommend looking
at ideas and thinking about the stories in which they
have a strong preparation. It's very clear
that people wrote these things with
a strong roadmap of where they wanted to go. I'll see you in another class.
10. Congratulations!!: Congrats. You have made
it. You have done it. You completed the class, you have listened to this whole lecture.
Congrats on that. You are well on your
way to creating a story that is immersive
and matters to you. And I personally want to say thank you for
what you have done, for what you have achieved. I look forward so much to chatting with you more
in future classes, gaining your opinions,
to trying to understand exactly where we
can grow as a community. I want to say that I appreciate you and I hope you appreciate
me for this class. All in all you are
well on your way. And that in itself should
be celebrated. Congrats.