Drama is the blood of any game. It informs much of what the players are trying to accomplish, be it the destruction of a great foe, the righting of a wrong, the search for profit, the battling of a curse, the quest for ale. As a storyteller, it is often tough to craft the perfect dramatic moment. It is always possible, but it takes time and precision. Here are some do's and don't's of crafting a dramatic moment.
Describe combat- Combat should be so much more than rolling dice. You should describe every sword thrust, every plasma bolt, the heat of the Inn that some enemy set ablaze. These moments should be crafted in such a way to emphasize the flow of combat. Combat should be fluid, full of rich description. This can include micro-moments of facial reaction to the description of blood flowing from an open wound. Don't shy away from description, for they are some moments to let you shine. If you need some more for instances, I highly suggest that you check out critical role on GeekandSundry, hosted by voice actor and all around awesome guy- Matthew Mercer. First episode can be found above.
Death- This technique involves the flat out murdering of someone close to the pc's. When you feel like it's time for them to spread their wings and fly in the world, kill their mentor, their patron, or anyone they feel beholden to. This will generate drama. Please take note, that your instinct will be to make this a cutscene...DO NOT DO THIS! Pc's who have their free will taken away will be angry. Find those moments where they cannot help the npc. They can die off camera, or be wounded unto death off camera, the pc's can arrive just as he gives them one last piece of advice before perishing. Make them choose between saving a pc and an NPC. Have a contingency in place that seems legit. The pc's might do something impressive and jump in front of that sniper bullet. If they choose to sacrifice to save an NPC. Let them make that choice, don't save them. The drama will still be there, and will be amazing. You can also put the NPC in an environment that the pc's won't be able to get into. Hermetically sealed chamber, magical ward, tower that will take several rounds to climb or fly to. Make sure the pc's can see what is going to happen. They will be powerless to stop it, but they won't feel as powerless as with a cutscene.
Music- Melody lends rhythm to events. Dissonant music brings conflict and foreboding. Use music in your games and players will suddenly find themselves in the tavern, or on a beach listening to the dirge for a northern king. Try not to pick music with lyrics, they force concentration away from the story, and onto the music. Players, like everyone, are easily distracted, its up to you to hold their focus. For combat, find a mix of light quick songs, that will inform the players that they are in a fun combat. More dramatic music should reflect the levity of the events, and the possibility of death. Find moments to cut the music off. Fighting a few rounds in silence could heighten things, especially if the pc's are losing. For sci fi, I suggest finding some techno like Daft Punk, for fantasy, there are some wonderful lyric-less Irish songs that will enrich your game to no end. For moments when you do need lyrics do youtube searches and listen to things. You will find no end to clubbing music, to medieval germanic chanting, to everything you could possibly want under the sun.
Go slow- Drama is a dance. Describe things carefully, but not too specifically. You want to use terms that don't drag the story like saying there are exactly thirty seven columns each carved with two hundred images of Glam the thunderbutt, unless Glam's Thunderbuttussus (Plural?) is integral to the plot. Use descriptions that leave it open the the imagination. The player brain knows what it wants in there, where you only surmise what they are seeing. Everyone will have a different cliff face, a different meadow, a different neon saturated nightclub. Your job isn't to force them to see your world, your job is to enhance their own vision of the world they see.
Go fast- Sometimes its ok to go fast. Forcing the players to rush into decisions creates some amazing moments. Don't be afraid to use these when you must. It can often help you craft specific moments later, especially if you can predict what players will do under pressure. Give them some opportunities to discuss a plan of action, but not too much time.
Food- Food is the best way to create drama. Slip things in over a character's meal, and game will be amazing. The food table is supposed to be safe, regulated, ritualistic. Players might be away from their weapons, they might be sharing a drink. They won't expect that corpse to fall through the table just as a haunch of venison was set before them. Moments of safety turned on their head creates a great amount of drama.
Change your perspective- This is a technique that forces you to move. Stand up to talk down to the pc's. Get down low to beg for help or assistance. Force their characters to get into their bodies. If you are roleplaying a drunken lord who doesn't like the look of one of the pc's, stand up and lord over them. If you don't have squeamish neighbors, actually shout at them. Be careful when employing this technique, make sure that your players feel safe in the space. Roleplay pain that an NPC is experiencing, it will help the players get there in their heads. Get soft and conspiratorial, force the players to hang on your every word, get close, it will force a game session to get intimately more awesome. Don't touch another player unless you know them well, and have their permission.
Above all, roleplay is the key to drama- Getting as into the NPC's skin as possible, knowing their motivations, and how desperate they are to achieve them will help you craft drama, and help your players get swept away into it.
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