Storyteller

## **Who is the Storyteller?**

The person in Storyteller role is the leader of the game, controls all aspects of the session. The Storyteller's responsibility is to create and design the map; to place interactive elements like NPC's or Enemies; to run the adventure; to describe the enviroment; to speak in the name of the NPC's; to manage the Group (Players) like in other TTRPGs.

As a Storyteller you have multiple tools to make your own world and story.

## Tools

### Brush Tool

With the Brush Tool you can start designing the map. First, you need to place the basic units (Grids), then you can cover them with grass, road and so on. Also you can place some Design elements on the Grids, like trees or houses.

### Select Tool

With the Select Tool you can select and manage the Grids. You can place interactable elements like NPC's, Enemies, Story, etc on the Grid. You can also manage the Group.

### Rules Tool

With the Rules Tool you can change the map's attributes. You can set the lenght of the day, the experience or the money gained by a Group, or the chance they get ambushed by monsters.

### Checks Tool

With the Checks Tool you can roll for checks to make the roleplay more exciting.

### Audio Tool

With the Audio Tool you can play some Music, Background noise, or SFX to make the session more interesting.

## World Building

### Grid

Grids are the basic units, you can cover them with grass, road and so on. Also you can place some Design elements on the Grids, like trees or houses. The Heroes will travel on these Grids.

### Package/Biome

Package is a group of Grounds and Design elements which has the same theme.

### Ground

Ground is the texture of a Grid.

There are 3 different types of Ground. The first one is the Road. On the Road the Group can safely travel without fear. The second one is the Field. On this type of Ground there is a chance that the Group gets ambushed by monsters. The third one is the Unwalkable. The Group can't go through this Ground, so you can use this as an obstacle like ocean.

### Design

Design is the decorative element of the map. You can place Design elements on a Grid.

There are some walkable Design elements like flowers or small stones but most of them will block the way (like trees or mountains).

## Interactive Elements

You can place interactive elements in the world, what helps you tell your story. The players can interact with them, and you can set what will happens when they interact.

With the help of the interactive elements you can also create stories which don't require a Storyteller to hold the session, the story tells itself. We recommend to make your story in that way, so you can share it with everyone, and play it without a Storyteller, only playing Heroes.

Of course you can use the interactive elements to help you while you hold a session as a Storyteller.

### Story

With Stories, you can write down the story you want to tell. You can write down the enviroment, the narrative of the story, or the monologue of a hostile creature.

### NPC

NPCs give the social aspect of the game. They can speak, and sell items in the shop. Place NPCs if you want social interactions, or if your team needs to spend their gold on items.

You can set multiple monologue to them which will change based on the Chapter.

### Enemy

There is no RPG without fights. You can place Enemies to fight with your Group. If they win, they get some gold and experience, if they lose… well, they can always try again.

### Chest

You can place items, equipments or potions in chests, and when the Group interacts with it they receive the loot. Place it before the adventure, or after a fight to reward your Heroes.

### Camp

After a long day or a fierce battle, your Group can always rest and regenerate by the Camp.

### Trigger

With Triggers you can play music, noises, or change the rules of the map. Triggers are only visible to the Storyteller.

## Rules

You can set rules for your world which determine the behaviour of it.

### Chapter

You can make your champaign Chapter-based. When you change the Chapter with a Trigger, or on the Rules Panel, your NPC's interaction will change to the  monologue based on the current chapter.

### Enemy Chance

You can set the chance of the ambushes when a Group walks on a dangerous Field.

### Others

The Storyteller has more Rules and the number of them are always increase. You can check them inside the game.

## Audio

You can play some Music, play Background noises like Rain, or play a Sound effect like a door opening. You can play them for yourself, or broadcast to everyone. You can play them manually or with Triggers.

## Checks

With Checks you can always make the Role Play a bit more interesting. You can make a check if one of your player want to do somethink, like unlock a door, or persuade a guard.

## Screenshot

You can screenshot your worlds with the build in screenshot tool. You can set the resolution to high if you want a detailed picture.

## Export/Import

If you want to share your story with the community, or you want to play someone's story you can Export/Import it.

### Export

The Storyteller stores saves (like your campaign) in files with .sav extension. On Windows, you can find these files in the "C:\Users\<username>\AppData\Local\StoryTeller\Saved\SaveGames" folder. Select your .sav file containing your campaign (e.g., MyCampaign.sav), and share it with those you want to, whether it's your friends or the community.

### Import

The game stores campaigns in .sav files in the saves folder. If you've downloaded a <campaign>.sav file created by someone else (e.g., MyCampaign.sav), you need to place it in this folder. On Windows, you can find these files in the "C:\Users\<username>\AppData\Local\StoryTeller\Saved\SaveGames" folder. Once you've copied the .sav file to this location, start (or restart) The Storyteller, then navigate to the Load Game menu (Play -> Load), where you'll find the campaign.