Traditional communications advice is ‘show, don’t tell’. That’s because we’re much more likely to believe things we’ve seen than things we’re just told about. In role-playing games we can go a step further. Our players can experience the things we want to communicate. And that insight can help us create better adventures.
In Amazing Tales I describe a ‘play to find out what happens’ approach to storytelling. But if you have got specific goals for a story that might need adjusting. These goals could be educational – ‘Learn that the vikings were great sailors and explorers and the first Europeans to reach Canada’; or they could be about introducing part of your game world – ‘learn that the land beyond the mountains is populated by ogres’; or it could be about moving a big piece of plot forward, ‘Learn that the Temple of Solitude is governed by the same cult that also controls the king’.