Daedalus, Fall 2003

From the Editor
What I want to be when I grow up
By Matt Snyder

Feature - HeroQuest

Q&A with Greg Stafford
by Matt Snyder

Redeeming Thed, goddess of rape
by Ron Edwards

The power of myth
by Chris Chinn

Sneak peek!
Argonauts
By Jonathan Walton.

Articles

You do what for a living?
By T.S. Luikart.

World design, block by block
By Emily K. Dresner Thornber.

Improvisation techniques for gamers
By Pete Darby.

Columns & Editorials

This just in: Your favorite game sucks
By Jason Blair.

A role-playing game by any other name
By Eddy Webb.

Guilty pleasures
By Lisa Fleishman.

Comic

Trollbabe
By Ron Edwards and James V. West.

 

 

 

 

Improvisation techniques for gamers
Shed your fears and open your mind to better play

By Pete Darby

Impro: Improvisation and the Theatre by Keith Johnstone, for those who haven't been bored to tears by old drama queens, is an amazing book, ostensibly about acting and story telling.

So what? Why should Impro matter to role-players? Because Impro is practical, fun, and, by itself, is virtually a freeform game players handbook. Here are my views of how the ideas in Impro can help you in your role-playing hobby.

Harnessing Spontaneity

In Impro, Johnstone reckons there are three main things that stop people from being creatively spontaneous:

1) Fear of psychosis
2) Fear of obscenity
3) Fear of unoriginality.

I'm not entirely sure the first two aren't aspects of the same thing, which is fear of being strange, crazy, or unacceptably different. Ironically, trying to break away from those leads to his third fear--fear of being boring and normal.

The first fears--the fears of being alienated--lead to people playing it safe with their characters and games. So, we go back to the same old habits and the same old adventures and adventurers, this time dressed up in new costumes, names, races and powers.

Conversely, the last fear--the fear of being bored or boring--leads to that old favourite, "acting crazy." Everyone's had that one member of the gaming group who has to do something suicidal or inappropriate because he says, "I'm bored," or,"My character would do that."

Let's look at those first two fears. They indicate we'll be discovered by others as crazy, or perverts, or crazy perverts. A small word to the wise--our hobby mostly consists of getting together with people we tend to know fairly well, then immediately pretend to be other people. Most "standard" behaviour for an adventuring party, as remarked by many designers and commentators, would be seen as illegal, immoral and borderline psychotic behavior. A standard role-playing session includes the use of techniques of fantasizing in a social context that many psychiatrists only recommend to be used under the supervision of highly trained therapists.

In other words, we're already acting crazy.

People are strange

I'm going out on a limb here: Playing role-playing games will not drive you crazy. If you're worried that playing role-playing games will reveal that you're odd, well, you're already odd for playing role-playing games in the first place. Don't sweat it. But, maybe you're not as odd as people who try to conceal their oddness by never trying anything odd. That's downright weird! Trying to conceal how you're mentally different from the other players is not only detrimental to your fun, but it's also detrimental to theirs. And trying to demonstrate how you're mentally different (whether more artistic, or funny, or just plain "wacky") tends to demonstrate nothing more than your desperate need to hide your fear of normality.

As for worrying about being dull or unoriginal, consider this. There's a grand old tradition that says there are only a dozen or so plot lines, and they've been done a million times each. There are only a couple of dozen possible basic character traits. On a grand, cosmic scale, you can't be original. Or, at least, you can't be original be comprehended by the rest of humanity.

So, I don't think anything you do in a role-playing game is going to expose you as being any stranger than the average gamer, or indeed the average member of the public.

To give you an example of "normal" people, among the guys I work with are two flight simulation nuts, a gentleman who turned down the attentions of his wife to play a video game, a tropical fish enthusiast, a train enthusiast, a martial artist, and a guy who has more DVD space than clear wall space. Some of these "enthusiasts" are the same person. That's just the stuff I can tell you about that's legal. And all of them tease each other for their idiosyncrasies. Since I started working, I've been pretty up front about my hobby, and they've given up teasing me because I don't get defensive. But, call the train enthusiast a train spotter, and hooo boy!

There will always be a lot of interest in how much role-playing games reveal about you. And, sure, when you look back on your characters and games, you can gain a certain amount of insight into your own real-life character. But either analysing while playing or skewing your play to try to display or conceal your personality just cramps your playing style. Doing so distracts your attention from the game and having fun. Besides, what can you possibly learn about yourself if you don't let yourself go?

Good enough, right now!

Here's where we come to the great, unifying characteristic that links impro theatre to role-playing: immediacy. The other players in a role-playing game and the audience of an impro (and the other improvisers!) don't want a perfect response in a week's time. They want a good enough response right now!

You can at least partially assess a good system for a given group of players by finding out what results the system mechanically produces in what time frame. An "imagineer" player may be more comfortable with a longer wait to consult tables. A challenge-seeker may gladly wait a bit to check the effects of new tactics. And, the player prioritizing story or theme may pause long enough to refer to a relationship map of characters involved in a scene. All of these are part and parcel of the "good enough" part of the response.

What role players and improvisers can't stand is the response "I don't know." In impro, it more often takes the form of the phrase "I can't think of anything." At least role-players have the crutch of mechanical game system results to fall back on. "I can't think of anything" is usually code for "All I can think of is weird, perverse or dull stuff, and I want you all to think of me as fascinatingly normal." This is the impossible thing of Impro.

A liberating phrase that Johnstone advises is "Heh ... I'm not saying that!" It acknowledges that you've got an idea, but one that you feel will either be unacceptable to the group or to yourself. But that phrase (as well as its paraphrases) has two interesting consequences. The first is that it becomes easier to accept what's constantly running through your head because you recognise that you don't know where a lot of it comes from, and you're not responsible for the contents, just the expression. Secondly, you get used to hearing the phrase, "Go on then ... what?" Once you've made it plain that you've already said you didn't want to say it, it kind of makes the responding person mutually responsible for the expression of the idea. You'll be initially surprised at how little you get the response "You're right, you shouldn't have said that," and how often you get "Heh ... why not?"

Offering, blocking and accepting

The most basic tools of an improviser are Offering, Accepting and Blocking. These terms are jargon for some very simple things, but labeling them as such brings a level of awareness that illuminates proceedings.

Offering is simply providing a hook, or a statement, for another performer to react to. It should be fairly obvious what Accepting and Blocking are in this context. In a free-form theatre improvisation, blocking is generally held to be Very Bad, but it's also a default defensive tactic. If we're afraid of where another improviser may be leading us, we instinctively block. If we're invested in the illusion of not breaking character, as most performing improvisers are, it's about the only way to express discomfort with another improviser's actions.

The example Johnstone gives is as follows:

Actor 1: I've brought the elephant
Actor 2: For the gelding?
Actor 1: NO!

Actor 1 offers, Actor 2 accepts and offers, and the Actor 1 blocks. Perhaps understandably, but it's to the dismay of the audience and the other actor.

How role-playing games differ

Role-playing games tend to have a more pre-defined universe in which events occur. Role-playing games also accept at least a few restrictions in terms of simulation. Also, they do not restrict participants choices to "in-character" plausibility (most improvisations are so restricted). Finally, role-playing games must acknowledge the social contract and boundaries of a group, which often intends to play together for an extended period of time rather than one isolated session.

These differences mean that role-playing games, by and large, are far less free-form than improvisation sessions. The basic technique of "accept everything" that keeps improvisations flowing so freely, such that they seem the products of telepathy between performers, shouldn't be used in pure form when playing role-playing games.

Never say no

This is where rules such as Nobilis' Monarda Law arise: "Never say No." It seems strange to the traditional role-player, if only because explicit blocking of other players offers is often the primary form of interaction between players and the game master. "You can't do that because ... " The Monarda law clarifies itself by defining the ways you can say yes: "Yes," " How," "You Can Try," and "Yes, but . . . . "

If we break these down into offering, blocking and accepting, we can see that only "Yes" is an unconditional acceptance. "How" is actually a form of blocking, a challenge to the stated action, as in "Give me a more acceptable or interesting offer." "You can try" is acceptance of the offer not as a completed action, but as a statement of intent. "Yes, but . . . . " is an acceptance and offer; that part of the story goes ahead, and creates a further development.

The very mechanic of offering blocking and accepting is the basis of some games, notably The Extraordinary Adventures of Baron Munchausen and Pantheon from Hogshead Publishing. Pantheon works by having players build a story one sentence at a time. A written sentence is accepted by default by the other players. In order to block, players must wager or commit limited resources. In The Extraordinary Adventures of Baron Munchausen, there is a slight reverse, in that the block to another players' offer (which can be any part of their monologue) must consist of a wager of a limited resource and an offer of an element to be accepted by the active player. A simple block is not available to a player wishing to interrupt, though the active player may block the interrupting offer (at the risk of their own limited resource).

The Extraordinary Adventures of Baron Munchausen presumes an 18th century European milieu for much of its style, but there is no mechanical restraint on this. Pantheon's various scenarios reward genre tropes and clichés in the scoring endgame, but out-of-genre offers are mechanically no different from in genre offers. They differ from many role-playing games in that there is virtually no simulation, no "reality checking" beyond what the players will allow. I feel that this is part and parcel with their "acceptance by default" mechanisms; once checking against plausibility comes in, you impose (sometimes small) barrier to the freewheeling creativity that these games thrive on.

In more traditional role-playing games, this free wheeling creativity can be very rewarding. Players can benefit significantly by changing their unconscious behaviors from blocking to accepting and offering.

Of course, this creativity can be abused. Players may find their characters taking paths they neither intended nor wished to tread. This is a problem the average improviser doesn't often face, given the lack of continuing characters and artistic freedom granted performers. Stage improvisers tend not to get attached to the "guy on a park bench" they just portrayed, and often they don't invest much in the way of preparation time or longer term goals, unlike many carefully constructed player characters.

Thankfully, role-players have a couple of tools most improvisers don't. Most especially, they have an understanding with fellow players, a social agreement on how and why the game is played. If need be, the group can "roll back" a game to before a problematic offer was made. The price is that players loses many of the benefits that automatic acceptation offers, but if it keeps people playing, and enjoying playing, I'll take that any day.

However, don't abandon spontaneity. Getting rid of the fear of psychosis, obscenity, and mundaness mainly consists of treating what pops into your mind as another offer to be accepted or blocked according to the needs of the game. And, according to Johnstone, releasing creativity mainly consists of changing your default attitude to offers from blocking to accepting, at least within a creative context like a role-playing game.

Story building skills

Johnstone's guide to building stories is one of the simplest methods I've ever seen. It has only two techniques--breaking routines and re-incorporation.

Breaking routines

Every story begins with a routine being broken. Johnstone's favourite example is the movie The Last Detail, where military police bringing a deserter in across country decide to turn the trip into a final binge. Other examples include Hamlet (a prince in mourning is visited by the ghost of his father urging revenge), Red Riding Hood (a girl going to grandma's meets wolf), and Spiderman (a high school nerd is granted super-powers). In each case, an easily established pattern is broken, and the act of breaking the pattern causes a level of dramatic tension, because hey, that shouldn't happen!

Of course, before you break a pattern, you need to establish the pattern. In fantastic settings, this can take some time. That's why Tolkien starts Lord of the Rings with a long sequence in the Shire. He shows what's at stake in the war, but more importantly he establishes what these short fellows do normally. That makes the bearing of the ring across a continent so much more remarkable.

Failure to break patterns can be a source of great frustration, especially to role-players. One of the most famous routines in role-playing games is the cyberpunk double-cross. The Johnson who hired you for a job is actually out to kill you and take your stuff. Apart from stretching the bounds of credibility (if the underworld really worked like that, it would collapse in a week), it forces players into the high farce of either going along with it, which makes them look like idiots, or taking the only sensible course of action, and killing anyone who offers them a job (with thanks to The Critical Miss team for that particular example of actual play.) The problem here is that the wrong routine has been established, and isn't being broken.

That's another creativity tool. If things are looking "too damn quiet," it's because the routine has been established, and it has, well, become routine. Break the routine, and do it now!

So your routine's broken, now what? Well, you'll probably find yourself, after a short while in another routine. Hey, remember those dozen or so stories? You've just jumped from one of them, what did you expect? Well, take heart that at least this routine is likely to be a little more interesting. But apart from that, the rule in improvisation is to keep with a routine until just before it ceases to be interesting. Yes, just before, and no, there's no way of knowing for sure. Again, a routine needs to be developed long enough to be identifiable. Once it's broken we can see that something's changed.

The game master in most role-playing games has the most latitude to break things up, but bored, frustrated players shouldn't let someone else have all the routine-breaking fun. Even if you don't want to take things in a direction you're afraid will ruin everyone else's game (breaking the routine by, say, firing tear gas into the Vatican for no good reason), a routine can be gently broken.

Reincorporation

So you're happily hacking away at routines whenever they get too established, and everyone's on their toes inventing stuff like no tomorrow. But, now your campaign is looking like the weakest, most baffling moments of "Twin Peaks." It may be art, but it's ceasing to be fun.

This is where re-incorporation comes in. You take hold of some stuff you're no longer using, and you put it back in. Chances are it'll have been part of a discarded routine. So much the better. The way that stories end, according to Johnstone, is that everything used so far has been used up. Every element is destroyed, returned to an old routine, or recast in a new routine. Hamlet ends with everyone, apart from the guy mentioned in passing in the opening scene, dead. Red Riding Hood ends with the wolf dead at the hands of a woodcutter mentioned in passing earlier. Spiderman ends with the villain dead, and Spiderman established in a new routine of lone superhero.

Now, if you're looking to have a successful, invigorating campaign, that's what to aim for. In a longer term campaign, you get a more "soap opera" effect, where no routine is safe from being broken (even death), but there's a constant re-incorporation of elements to keep the world from seeming too bizarre. Re-incorporation gives players a feeling, however illusionary, that there are some things that are, like them, continuing through the shared imaginative space, despite the constant breaking of routines. Even in wildly different adventures, the appearance of old elements can be comforting or disturbing. Either way, events are bound to be interesting for the players.

Re-incorporation is not just a technique for game masters. In a game where players can introduce elements into the game world (and most do, even in a limited fashion), it's usually easier to get a re-incorporated element accepted than a newly invented one.

People often enjoy re-incorporation more so than the creation of an entirely new plot element. It's somehow more satisfying to find an old college pal in the dungeons of the insect god than some heretofore-unknown character, especially if the college pal cropped up as a throwaway plot feed two game sessions ago.

I especially like this method of story creation, because it works in the opposite fashion to most advice. Rather than starting with asking what story you want to create, then bending everything to create that, this technique launches play into the wilderness. Through re-incorporation, the technique manages to make play look far more planned than it appears. Where Chekhov famously stated that a gun hanging on the mantle in the first act must be fired in the third, Johnstone instead says "If you've mentioned a gun in the first act, it suggests someone will be shot later. Wait until everyone's forgotten about it."

By the book

The most important thing I can do for any role-player of more freeform tendencies is to urge them to get Johnstone's book.

Impro: Improvisation and the Theatre by Keith Johnstone, available now at the publisher's Web site. •

 

Article by Pete Darby