The Recap - A Storytelling Tool, contributed
by Chris Hill
Over the years I have developed, borrowed and applied a variety of storytelling
techniques to the various games that I run, whether Aeon Continuum or not. Although
I have been running role playing games for many years (heh, some would say too
many), I constantly try to adopt new ideas, and modifications to old ideas that
I think will improve the games that I run.
Some time ago (back when I first started running 'Aeon' - the plastic limited
edition version), I read an idea about providing a brief recap at the beginning
of each session - a recap of the activities in the last game that we played.
I have found that a lot of ST's already do this themselves, as their group meets
irregularly at best and a quick recap by the ST is sometimes needed to remind
everyone what happened, and where they are at the start of the new session.
In the group that I run games for, we meet every week - so a two minute recap
by the ST hardly seemed necessary - people had a vague recollection of where
they were, what they were going to do next.
As I thought about the idea, I realized that a recap by the ST in such an environment
(active players, meeting weekly) probably served little purpose, so I changed
the basic concept.
I asked the players to provide the recap.
Specifically, I ask a single player each week to recap the previous sessions
activities - I randomly choose a player each week and ask them to provide a
brief summary (about 2 minutes or so - usually) of what everyone did, and where
the last session finished.
I have found that 'The Recap' provides several benefits to the players themselves:
Once started, the other players listen, and the 'game' kicks in - the
'before the game' conversations turn towards the game. Everyone knows that
we have 'started'
The players can rethink their characters actions and those of the NPC's
The forgetful know what happened :)
New players get an immediate idea of what is happening in the game
Any small details that were missed by some players are revisited
For the Storyteller it also provides some additional benefits:
As per above, it sets a clear 'we have started' message. I have played
games in groups where the gaming doesn't actually get started due to the
usual conversations about peoples favorite TV shows and the like
It reminds the ST of things they may have forgotten (like the name of
a casual NPC, that the players will want to visit again, and you have forgotten
the name as the NPC was a 'one-off' - we've all been caught out by that
one
As the recap is happening other players will indicate their intentions
for the coming game (such as 'oohh, we must go back and see that guy tonight')
- this is very useful to give you a heads-up as to what the players might
need you to provide for them with during the session
The Recap is an excellent tool for getting the less vocal players in the
group to get involved. We have all run games where their are very quiet
players, who are happy to be led by the others in the group - or don't get
a look in due to the more vocal players in the group. At least with the
recap you can 'choose' a specific player to get involved
I have also taken to adding a new 'experience point' category based on
the recap idea. I will hand out, there and then, a small experience point
award (for Trinity usually 1 or 2 points maximum) for well-done recaps.
This also helps with quieter players
Well, there you go, that's 'The Recap'. You may already do this in your games,
or find that you don't require it - but for me it works very well.