Generally, there are
two types of stories, regardless of medium or genre. There are stories in a world, and then there
are stories of a world.
Stories in a world
are exactly that: they are stories contained within a larger setting and the
events of the story do not impact the setting.
Most television series are stories set within the world - while character
relationships may change over time, the setting might shift for a season, and
the character roster may change, the overall setting of the story remains
constant. Some examples include every
sitcom ever, every police procedural I can think of, Eureka, Piers Anthony's Xanth
books, Shakespeare's plays, The Hobbit,
The Walking Dead, etc.
Stories of a world
are almost completely different. The
events of the story deal directly with the setting - either the world changes
because of the story and/or we understand the world very differently as a
result of the story. I think this
happens more frequently in works of science fiction and fantasy because it is
in those two genres that authors have the ability to craft their own worlds in
a much larger sense than in a non-speculative genre. Some examples include Brandon Sanderson's Mistborn trilogy (at least the first
one), Patrick Rothfuss' Kingkiller
Chronicles, Mercedes Lackey's Valdemar
books (from Arrows of the Queen
through the Mage Storms trilogy
including Vanyel's trilogy), Lost,
George R. R. Martin's A Song of Ice and
Fire series, The Lord of the
Rings, Terry Goodkind's Wizard's
First Rule and subsequent books, and Karen Russell's Swamplandia!.
Now that you have a
better idea what I mean when I talk about each of these types of stories, I
want to consider the strengths and weaknesses of each kind of story - neither
is 'better' in any sense.
Because stories in a
world don't interfere with the setting, they are, in a sense, repeatable. If the characters and immediate situation
surrounding them is compelling, the story never needs to end (until the audience
loses interest). The flipside is that
the scale of the stories is necessarily smaller - because the events of the
story can't ripple out into the outside world, they have to be restrained. But wait, you say. Why, then, is The Hobbit on the list?
It's simple. Has the world really
changed now that Smaug is dead? Yes,
Laketown will have an improved economy and there is now another metal-producing
dwarven holt. But, given the broad
expanse that is Middle Earth, that is a penny in the bucket. But wait, what about the One Ring? What about it? Within the story of The Hobbit, it's just a trinket that can turn people
invisible. While the events of The Hobbit do bring about much of the
world-altering events of the later series, we see none of that in The Hobbit. The ultimate risk of a story within a world
is that it feels petty, artificially restrained.
Stories of the world
are the exact opposite - because their subject matter is by definition epic,
the stories are be huge and expansive.
However, most worlds have a finite number of secrets to divulge, and
once those secrets are exposed, there is little left to write about. Terry Goodkind wrote himself into exactly
this predicament - he created the entire world around the central protagonists,
but because of this he was unable to (successfully) write about other
characters within the world - to do so would require writing an entirely
different story (one within the world) than he was able to write. Brandon Sanderson's stories are mostly those
of a world, and so when he finishes exploring a world's secrets, he leaves it
behind and begins the process over on a new world. The problem of these stories is that they are
ultimately wasteful - because the secrets have been excavated, the world's
authors will leave behind the compelling characters and institutions that would
have provided many stories within the world.
I'll talk about how
we can apply this very directly to roleplaying games shortly, but first I
wanted to collapse this binary. It
should be very clear from the opinions above that these two types of stories
are highly complementary. Indeed - many
stories within the world find their drama in threatening events that would
change the setting of the show, while the secrets and world alteration that
occur in stories about a world happen in small dollops between larger events
that do not shake the foundations of the world.
Of all my examples, Mercedes Lackey's Valdemar
books probably do the best job of this; I include 4 trilogies and of each
trilogy, discounting the last, secrets are uncovered and the world shifts in
the third book each time - little tidbits are scattered throughout, but the
major changes are saved until the end.
The first two books can be viewed as stories within the world that grow
into a story about the world.
If Tolkien has been
the dominant creative force behind D&D as it began, then looking at the
stories being told (via the modules released and the setting details), The Hobbit was far more influential
than The Lord of the Rings ever
was. LotR is epic fantasy that changes
the face of Middle Earth. Greyhawk is an
unchanging backdrop for site-specific adventures that enrich the party. However, in many more recently published
modules and scenarios I see much more a push for these stories about a world -
Paizo's Rise of the Runelords
being an excellent example as the party is guided into discovering a number of
clues about the history of Paizo's world and in stopping the Runelord's
ascension. Of course, the actual setting
doesn't really change over the course of this module, but the scope is far more
epic, far more in line with what one might expect from a story about a world.
As a DM, you have a
choice to make. You have the ability to
decide what kind of stories your players can tell. Are the foundations of your world up for
negotiation, for realignment? Or are
they fixed in stone? If you run someone
else's module in someone else's setting, that choice is largely made for
you. The intricacies of Society play, of
presenting a unified D&D experience means that the world has to stay
constant. When it's your world, you can
open that up to your players. I think
that is one of the true powers of well-built sandbox - the world can have
secrets for clever players to unlock, kingdoms to topple, and an infinite
supply of the smaller-scale adventures.
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