Elements



Storytelling


One of the most apparent problems of conducting a roleplaying troupe online is the length it can take to tell a single Story. Part of the problem is due to the unavailability of all participating players. This can cause longer delays between scenes. Another part of the problem is the unavoidable and general slowness of interaction. The time a single scene demands online due to the time between player posts can accomplish the completion of an entire Story chapter in table-top.

Due to the nature of how the CoLA game is to be run, no more than one month should be dedicated to any Story. With RL compunctions restricting Storyteller-run scenes to once per week, this means that Stories will now demand only four to five sessions to complete. This means the plot must be more intense and compact to fit these time limitations. Every session will involve a number of scenes (as per White Wolf's definition); every session will complete one chapter of the Story. Experience points will be awarded after each session.

Bearing this in mind, the following elements should be strove to weave into the tale with appropriate intensity to match the time constraints. (And this webpage should help Limited Storytellers conform their plotlines to the game's needs and realities.)

Conflict: Perhaps the most important element of a White Wolf-styled roleplaying game, conflict is the very definition of plot. Although it may be tempting to send wave after wave of demonic villains at the heroic player characters, bear in mind that the conflict of "shen versus demon" has been done and overdone countless time. Although the overall Chronicle seems to involve this theme of "hunters hunted", it does not mean that is the only conflict worth exploring. Consider other conflicts as well, perhaps employing the basic conflict-types of literature: Man vs Man, Man vs Nature, Man vs Science, Man vs God (or the supernatural), Man vs Self. Bear in mind that "Man vs. Man" is the most common conflict-type used. Using the Man vs. God style in the form of supernatural elements instead of God must retain the same difference. That is, the supernatural elements involved must be beyond the characters' power to control (as God surely is).

Theme: A Story's theme can be as vague or specific as one wishes. It can simply be a statement, or it can be a fable-styled moral designed to teach the characters (or players) a lesson. The primary themes of the CoLA game are listed on the Overview page of the CoLA website. These themes may be deviated from but only acceptably to a point. This game is intent on thematic focus. Please confer with the Head Storyteller when determining Story theme. Theme is an underrated part of any piece of fiction. Its subtle influence over the course of a Story must not be ignored! While your players may never guess exactly what your theme is, its importance can give the Story a sense of purpose.