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Showing posts with label improv. Show all posts
Showing posts with label improv. Show all posts

Friday, 8 August 2025

An audience of one

There's Matthew Berman reminding us that future is coming up faster than you think. He's talking about videogaming, but the same principles apply to movies, comics, and literature.

The novel – at least, the genre novel – may well go the way of the epic poem, to be replaced by something more like an RPG session which an AI will run for the reader. (Or, more likely, the listener or viewer.) The top authors will devise the elements of the story, the characters and timeline (perhaps more like creative directors than old-style authors) and the AI will use that to tell a story that gives prominence to the bits that interest the individual reader. Did your parents make up stories to tell you when you were little? Like that. Or maybe like this.

You'll still discuss the story with friends (an important feature of most entertainment) but the specific events in your version may vary from theirs. Initially such on-the-fly stories will be trite because roleplaying has been infected by a lot of Hollywood pablum about act structure and story tropes, and that’s what the AI models will learn from. But eventually it may shake that off and become a new independent art form. "Not a line, but a bolt of lightning," as C W Longbottom puts it:

In the meantime, a market will remain – small, though, and shrinking – for grown-up fiction that doesn’t pander to YA tastes. Genre fiction falls in predictable patterns involving plot, and so is easily copied by novice writers and neural nets, whereas literary fiction is harder to fit to a formula because it usually concerns itself with the unique outlook and choices of the characters. But don't assume that because the AI hasn't experienced human emotions it won't eventually be able to write Lolita or War & Peace. Conrad didn't personally have to hack his way through an African jungle to learn how to write Heart of Darkness. It's only a matter of time before those more complex story patterns are learned and replicated by AI, just the same way that most authors do it. And then we'll be in a whole new world of entertainment.

Friday, 1 April 2022

Cry of the Woolf

Virginia Woolf had some smart things to say about roleplaying, in particular the tendency I often deplore to cram everything into a genre envelope and play self-consciously as if trying to replicate a TV show's contrived structure. Ms Woolf thinks there's too much of artifice in such narratives and not enough of life: 

‘So much of the enormous labour of proving the solidity, the likeness to life, of the game narrative is not merely labour thrown away but labour misplaced to the extent of obscuring and blotting out the light of the conception. The players seem constrained, not by their own free will but by some powerful and unscrupulous tyrant who has them in thrall to provide a plot, to provide comedy, tragedy, love interest, and an air of probability embalming the whole. The tyrant is obeyed; the game is done to a turn. But sometimes, more and more often as time goes by, we feel a momentary doubt, a spasm of rebellion, as events unfold in the customary way. Is life like this? Must roleplaying be like this?
 
‘Look within and life, it seems, is very far from being “like this”. Examine for a moment an ordinary mind on an ordinary day. The mind receives a myriad impressions--trivial, fantastic, evanescent, or engraved with the sharpness of steel. From all sides they come, an incessant shower of innumerable atoms, and as they fall, as they shape themselves into the life of Monday or Tuesday, the accent falls differently from of old. The moment of importance came not here but there, so that, if the players could do whatever what they chose, not what their characters' arcs say they must, if they could base their actions on their own in-character impulses and not on convention, there would be no plot, no comedy, no tragedy, no love interest or catastrophe in the accepted story style. Life is not a series of gig lamps symmetrically arranged.’

Thursday, 22 April 2021

Analyze this


Maybe you’re still in the halcyon days of roleplaying. I mean the Goldilocks time when you’re safely past the juggernaut of finals and have yet to be distracted by career or kids. The days of dossing around, some might call it. You get to see your friends all the time and together you can slip into the parallel life of your roleplaying world whenever it suits you. Nothing beats it for immersion. Arguably it’s the only true way to roleplay.

For me it was back in the ‘80s. We’d have at least one evening’s gaming a week with the whole group, and usually two or three side sessions featuring one or two players who could then flesh out their characters’ extracurricular activities. And after the big Thursday night game, often we’d sit into the small hours (or even dawn) talking about the world of Tekumel, or chatting in or out of character. It was at one such post-mortem gathering, after our characters had disrupted the summoning of the tempest demon Kirikyagga, that the wind started to pick up and somebody mentioned that Kirikyagga was annoyed. That was October 1987.

But I digress. The reason I mention all this is that there was an interesting difference of approach in those post-game chats. Some players (eg Jamie Thomson and Mark Smith) liked to talk about their characters’ goals and personality and what we’d nowadays call story arc. “As Jadhak I used to be very cruel,” Jamie might say. “But since that Llyani curse caused me to lose my sense of fear I'm much mellower. I was cruel out of fear, you see, as a defence mechanism, and now my need for that has gone.”

This was a foreign language to players like me and Paul Mason. We threw ourselves into the role while playing, but I didn’t ever think about my character in an authorial way. On reflection, that might just be because I don’t think about myself in an authorial way. I would never map out how my character was going to develop, or even have any interest in analysing his behaviour. “You must have planned it that Drichansa is always kind to children,” Jamie might protest.

Drichansa was my character. All I'd started with was a mannerism: tugging at my earlobe when really trying to get to grips with a problem. Everything else about Drichansa I discovered as I played him. Jamie found the kindness to children surprising because Drichansa was otherwise notably lacking in tenderness.

“Kind to kids? I suppose I am,” I said. “I never thought about it.”

“You told Jadhak you were adopted. Could that be why?”

“Maybe. Want another whisky?”

You might think it’s odd that an author wouldn’t go in for that kind of character analysis, but I don’t tend to do it with the characters I write about either. Sitting at a keyboard making stuff up can get boring if the characters don’t surprise you from time to time.

This could explain why I’m not much interested in narrative mechanics for roleplaying. I don’t want to control my character like an author; I want to be them. I recently saw the latter method derided as the Actor Approach, and the person went on to say, “That’s not even how real actors do it.” Quite right. An actor has a script (most of the time) and even if they’re in a Mike Leigh or Christopher Guest movie they’ll have sat through extensive character workshops and discussions of the storyline first. But the attraction of roleplaying for me is to be neither author nor actor. It’s more like life: fielding stuff as it comes at you, and finding the story (or rather, stories) that emerge from all that noise only when you look back at it – and even then only if looking for story patterns is your thing.

But that style of playing is not so easy once you’re out of the sweet spot between college and adult life. We get fewer opportunities for gaming (my sessions are down to once a fortnight) and less time (no more playing till after midnight). No wonder that today’s games look for ways to jump-start inter-PC relationships and squeeze your fantasy life into the familiar shapes and tropes that stories take in creative writing courses.

And it occurs to me that’s what dungeons were, back in the dim mists of roleplaying history: a story shape, admittedly crude and built out of rooms and ten-foot corridors, that led you to a Big Bad at the end and allowed for campfire moments back at the town in between expeditions. A three-act structure in architectural form.

Modern games do a lot better – although arguably a physical environment is just as effective a way to shape a story as using plot points and scene breaks. Still, I gave up dungeons pretty early in my roleplaying career and I enjoy the emergent unpredictability of just-dive-in roleplaying stories too much to want to wrangle them with plot paradigms. Also, one of my day jobs is sitting with other writers planning characters’ story arcs. I enjoy that exercise of craft very much, the problem-solving and the personality construction, but I can’t see an evening spent doing pretty much the same thing as relaxation.

An example: not long ago I came very close to running a campaign from a published book complete with pre-planned adventure. The book begins by saying that each player should pick one of the other PCs as their closest friend, and another who they most trust, and so on. For me that should all happen in-game. I don’t want written backstories, I want players to forge those relationships out of their experiences as they play. Then they’ll really feel it. If somebody at my table says, “Out of game for a moment, I think my character would…” then I feel like I’ve failed. They should be leaving their everyday life behind. If they’re stopping to view the characters from outside then they’re distanced from the fantasy, and that means the game isn’t working.

By the way, this applies to writing too. If you start a novel or script with two characters already in love, that won’t have anything like the impact of having them fall in love in the course of the story. Games likewise. A year or two back I consulted on the design of a computer game that began with a long cutscene explaining how the player had a pet dog called Jack who was your best pal, and together you got stranded on a desert island. I threw out the cutscene. “Have the player get shipwrecked and then find Jack trapped under an overturned lifeboat," was my advice. "You get to free him -- that's the first time you've met him, and so the bonding between you happens in-game rather than before the game starts." That way the player will actually care, because they experienced it rather than just being told about it. (Game storytelling 101, that, but you'd be surprised how many developers don't know it.)

Some people enjoy being the author of their character’s life, and/or bringing a five-page backstory to the first session, or calling time out to explain (often in third person) how their character arc dovetails with something that's happening in the game. They are more comfortable with the distance that brings. Well, fine -- you should play the game whatever way lets you get most out of it. But given all the RPGs these days that are designed to conform characters to types and tailor events to an archetypal narrative, maybe you should try it at least one time without preconception, script, or safety net. Just put on the persona and be that character. The worst that can happen is you'll lose yourself in the game.

Friday, 25 September 2020

Let me be ruled by laws, not by men

"It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not your players. Within the broad parameters given in the Advanced Dungeons & Dragons volumes, you are the creator and final arbiter. By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing Advanced Dungeons & Dragons as it was meant to be. May you find as much pleasure in so doing as the rest of us do!"
That's Gary Gygax's idea of roleplaying. I'm in the opposite camp. Like John Adams, I want to be ruled by laws, not by men, and I don't like autocrats. The "story" of a roleplaying game is there to be discovered by the players. It might well be different for each player. Roleplaying is not is one person telling everybody else a story. You want to do that, go write a novel. If a player points out that the rules contradict the story you'd got planned, don't throw your toys out of the pram. Embrace it. There's another story waiting to emerge, and probably a better one than your not-even-a-novel.

When Gazza grumbles about barrack-room lawyers, I'm guessing a player called him on his own rules. I don't mind that. I'm glad of any group that includes a rules maven, as I can never remember the rules even when I wrote them myself. The ideal rules are capable of covering any eventuality and might only rarely get looked at. You can have a great game (and usually a better game) when there are hardly any dice rolls. The rules are only needed when they're needed, an impartial court of appeal that any player can turn to so that the referee at the end of the table doesn't get too big for his or her boots.

"But I want to be told a story!" What are you, five? Still, OK, that's fine. À chacun son goût. Personally I would always rather have an outcome delivered by my own choices and by dice rolls than one prearranged by the referee to fit a plot, but you don't have to invoke the rules at any point. If you're happy to jump through the referee's story hoops, sit back and enjoy it. Seems like you'd be Gary's ideal player.

An honest cop doesn't carp about a guy knowing his rights. Running with that analogy, we all hope to live our lives without recourse to the law, and most of the time we can. But it's good to know, if you're innocent but on the spot, that laws exist that ensure you're treated without fear or favour. And even if you're not innocent, in fact; only a brute or a twit dreams of a world where cops mete out their own justice without deferring to the law.


We don't live our lives accepting government by somebody who says, "Never mind the rules, I know what's best." So why would we play games that way?

Thursday, 3 September 2020

And the rest you discover...


"We love writing ourselves into a corner. We love it. Because then it activates all of those how-do-we-get-out-of-purgatory juices. And then you get the next bright idea."

That's Mr Robert Downey Jr summing up the creative approach of the Russo brothers. He says a bit about improvisation so there might be some springboard tips there for roleplayers.

Big news tomorrow for Dragon Warriors players. See you then.

Friday, 28 August 2020

How long does an RPG scenario need to be?


In the comments last time, Nigel asked a question that must have vexed us all at one time or another. We all know you can run a perfectly good adventure from a page or two of notes, but what if you're writing the adventure so that somebody else can run it? Every little detail, obvious to you, soon starts to demand a page of its own. Look at the annual Christmas scenario for Legend. Tim, our secret Santa for those specials, cooks up the adventure on the train to London and runs it from crib notes scrawled in biro on the back of his hand. Yet by the time I'm serving the scenario up to you it has typically swollen like a Quatermass experiment to 5000 words or more.

I don't claim to have a magic formula, but a lot of published scenarios are written to be a fun read rather than a useful template for running the adventure. It's what sells. So an investigative scenario, for example, will lay out the clues and describe how the player-characters are expected to come across them, all wrapped up in a form that reads like a mini-mystery novel. But to run the game you don't need any of that. For maximum compression, you really just need a couple of documents and (maybe) maps of the key locations.

The first document describes what would happen in the adventure if the PCs weren't there. You might include some contingencies here if you think the referee isn't experienced enough to make them up on the fly. Eg: "The Terminator goes to the nightclub to kill Sarah Connor. If she escapes it seeks out her mother or friends, and remember that it can mimic their voice on the phone to get her to say where she is." Take a look on Wikipedia at the plot summary of a few stories you're very familiar with. That's a good guide to how compressed you can go. You should end up with something like this (from The Eye of All-Seeing Wonder on the Tekumel site):


The other doc is just the NPCs. What they want, how they are likely to try and get it, the resources they can call on, and their attitude to the PCs and each other. This is the place to mark how the PCs might get involved, eg: "Du Pont thinks Goldfinger is cheating at cards and asks the characters to find out how. (See: Jill Masterton.)" Whether the PCs take those cues, and how they use them, should emerge in play rather than being baked into the scenario -- and that's where you can save on word count.

The maps don't need to be more than rough sketches. They're just there so you can answer questions like, "To get to the bath-house, do I need to go out into the courtyard or can I get there from the dormitory?" I tend to do my maps on scraps of paper at the table, often improvised when a player first asks a question so as to be consistent thereafter. You know the kind of thing:


A scenario like I'm describing will be a very dry read, but after all it's not supposed to be a novel. The only reason we have these neatly act-structured published scenarios is because that's the way the publishers get a customer to part with their money. Recently I was looking at a scenario in a published RPG which took up twenty-five pages (around 10,000 words) and it could all have been fitted on one piece of paper. As a short story it was fine. As a reference doc for running a game from it was useless. There was too much detail, too many cross-connections, too many assumptions about which order the PCs would do things in -- not to mention assumptions about what they would do.

What about set pieces? It can be really hard to resist preparing those in advance. You think, aha, if the characters go up this hill, they'll see what looks like a henge of standing stones on the skyline, but as they get closer it rears up and they see it's the dorsal spines of an enormous dragon. Let me stop you right there. You're not writing a movie. Maybe they'll approach the dragon from another direction. Maybe they won't encounter it at all. Murder your darlings. If you try to plan a cinematic set piece, there's a risk you'll then railroad the players to make sure it happens. So what if they go someplace else and do something you didn't anticipate? Have faith that you'll think of something in the moment that's as good as any scene you might have scripted in advance.

No written adventure survives contact with the players. So why go to all the trouble of writing it out neatly like it's the Great American Novel? Everyone's mileage is going to be different here, but if you're producing a scenario for somebody else to run, try paring it to the bone. Think of it as an executive summary for a CEO with a very short attention span. A couple of pages at most. The way the game turns out might be nothing like you or the referee expected -- but as long as the players have fun, who's complaining?


Friday, 10 July 2020

Go with the flow


The referee of our latest campaign shared this (from Shamus Young's DM of the Rings on his TwentySided site) after I scored a series of critical successes that stopped the Big Bad dead in his tracks -- to the slack-jawed astonishment of everybody around the table.

The comic gave us all a good laugh, but like all good comedy it makes a serious point too. "We need to adjourn for a bit of re-writing." Not a bit of it! If something like Gollum getting shot happened in a game I was running my first thought would be, "Wow, didn't see that coming! I wonder where this will go now..?"

Roleplaying at its best is jazz, not an orchestra and conductor working from sheet music. The referee is one of the band, leading but not dictating -- which is the reason I don't like terms like GM. There need never be any pause for re-writing because there shouldn't be a prescripted storyline you're trying to shepherd the players through. Play to find out what happens, as they say. The story that emerges will always be more involving than a plot you wrote in advance because the players will be right there in the moment, not watching to see which clue or trope has been planted there for them to pick up on.

And consider too the campfire mythology of the game, the stories players tell each other afterwards. Occasionally I've seen players make astonishing dice rolls that allowed them to overcome a threat that looked almost insurmountable. Years later they'll talk about that kind of victory with much more passion than one where they found the magic whatsit that was the only way to defeat the evil whosis and they used it at the exact time the scenario said to.

The pre-planned finale is not roleplaying, it's the kind of story you get in a movie or novel. There you can't have million-to-one shots come off (much as writers strive to convince you they have) because there's no element of chance. Every outcome in a scripted story is (by definition) contrived. The USP of roleplaying is that genuinely unforeseen and unlikely outcomes do happen, and immediately get folded into the action. Celebrate that and use it, is my advice; don't try to shoehorn roleplaying games into the same genres and tropes that linear fiction is bound by.


I've been thinking about this because our group is about to try the Yellow King RPG mini-campaign The Wars. I get that it's all about playing in a genre, and I'm always willing to experiment, so I set out intending to embrace that. But what is the genre? (Genuine question, for anyone who's played the campaign.)

I started out looking at All Quiet On The Western Front and Charley's War -- and, yes, I know The Wars is not WW1, but the flavour is what I'm looking for. The trouble is, I can easily see the action moving from the very specific mystery-on-the-battlefield to other settings: home leave, quiet moments back at HQ, and so forth. Do I have to prepare injury and shock cards for every eventuality? The Yellow King system looks like it's intended for games where you've carefully set the rails beforehand, but what do you do in a game like that when the players do the unexpected? I could use a less prescriptive set of rules, obviously. One option is just to have generic -1, -2 and -3 injury cards and hand them to the players saying, "OK, that's the game effect; you tell me what the injury actually is." But the point of the exercise is to see what the YK system is like. If you've tried it out and can offer some tips, I'd love to hear your comments below.

There's a little bit more about themes like this in the latest episode of the always-excellent Improvised Radio Theatre With Dice. Mike and Roger cover some of the same ground as I have, only more winningly and in stereo. (If you enjoy their discussion, don't ignore the tip jar.) But before you scoot off to listen to them, I must make a very important point:

Friday, 10 April 2020

Keep your distance



My gaming group have been looking at ways to play online using options like Skype or Discord. I'm even tempted to do some play-by-mail. Why? Well, if you've been in the Negative Zone for the last few months, this will help explain it.

What do you do about dice-rolling in a virtual setting? Becky Annison had a good thread on Twitter about online gaming and her view on that was: "Trust your players not to cheat on dice rolls - it doesn't matter if you can't see their roll. What on earth are you doing playing with people you don't trust?"
Fair enough, although I'm sorry to say that in the past we had such trouble with one player cheating that I had to institute "the shield of truth", a ghastly blue plastic tray in which all dice had to be rolled. Thankfully that's a thing of the past, but if you're unsure then take a look at Rolz.

Playing online will probably reduce the amount of dice-rolling in your game anyway, which in my book is no bad thing, but if you really want the full rules-heavy dungeon-bash experience there's always Roll20, of which one of our group says:
"Roll20 does seem quite good for creating a virtual space in which we can visualize our characters. It would be enough, I think, for us to hear one another, see the rolls, and pass secret notes to the GM. We could add tactical map battles fairly easily when a particular situation calls for it. Roll20 doesn't have full integration to other systems like GURPS or Dragon Warriors so it would be simplest if we keep the rules in our heads and use the platform mainly as a communication device. We might even use Roll20 for the map and dice, while using Discord for the voice communication. The advice on GURPS forums suggests that most people use Roll20 that way, as a lite service for rolls and maps, keeping the rules, characters, and so forth offline."
Other options worth considering include: Astral TabletopFantasy Grounds, Dungeonfog, and Streamyard. (And for board games try Vassal.) Some of those are full-on VTTs that include maps and dice rolling, others are just for chat. Have a look around to find the best fit for you. After all, you've got plenty of time for research.


But you could be missing a trick if you're simply looking for a way to replicate your usual tabletop experience online. Maybe there are benefits here that are unique to virtual play. For example, our group meets every other Thursday and that means at least half a dozen people travelling across London in order to grab about three and a half hours of gaming. (It'd be longer, but I can't get them to follow the Earl of Sandwich's advice and forgo a cooked meal beforehand.) Because we have such limited time for gaming, we've drifted towards a planned adventure-of-the-week style of play that's really not a patch on proper seat-of-the-pants roleplaying. The improv style of gaming is a luxury it's hard to make time for when everybody has jobs and family. It's a far cry from playing at school or college or in your early 20s, when it's possible to set up side sessions with one or two players on the spur of the moment, and the events in those sessions feed into the main weekly game.


If you're gaming online, though, it's pretty easy to recapture the sandbox, open-world approach. Each player is only a phone call away, and it's no problem finding a half hour for a Skype session involving just one or two players. That opens up a much more freewheeling kind of campaign, where one player might, for example, be sent as ambassador to a foreign court, and he or she plays that out separately, creating world events that will impact on the events of the main weekly game -- if "the main game" even means anything any more.

There is no substitute for hanging out with friends in person, but while the Sword of Damocles hangs over us, let's look for the ways that playing online could provide something different and just as entertaining.

Friday, 21 February 2020

Making it up as you go

Michael Cule: “You play to find out what the game is about. And the players will teach you what the game is about. They’ll ask questions that you never thought of, the questions you never thought needed an answer. That’s the sort of thing you need to be able to improvise about and turn on a dime, and stick something in, or make something up, that’s going to confirm and answer the questions you never thought were going to go into it.” 
Roger Bell-West: “Every time the players say let’s follow clue A rather than clue B or C, they’re saying this is the thing we’re interested in.”
Michael and Roger are talking there about improvising in investigative campaigns. My preferred style for running a game is improv, arguably because I’m too lazy to prep but also because I don’t think it’s the referee’s job to author a story and then herd the players through it.

My own improv is along the lines of seeing what the players are interested in and running with it. As a rule I don’t actually retcon what I’ve already decided is going on in an adventure, because that strikes me as unfair on the players. How can you uncover the truth if the facts themselves can be altered? Armistead Maupin famously retconned a key plot twist into Tales of the City when a reader wrote in while the stories were being serialized to point out that one of the characters' names had an unusual anagram. In retrospect it worked, but I'm not sure any of the rest of us should try it at home.


When I ran the Victorian scenario “Murder Your Darlings”, there was an opportunity I might have seized to change the whole story. The characters came across a twenty-year-old photograph taken in India of a woman who looked a lot like one of the maids currently working in the house of the murdered ex-major. Instead of taking it as evidence of the maid being the major’s illegitimate daughter (the result of his affair decades earlier with a family friend, who was the woman in the photograph) they jumped to the conclusion that she must be a naga or immortal shape-changing lamia. And I could have made it so. They wanted a supernatural explanation, so why not give them one? The risk in changing the plot with a significant retcon is that it can ripple out to invalidate other facts the characters have already uncovered. O, what a tangled web we weave…


Listening to Michael and Roger talking about The Armitage Files, I got to thinking about “The Unseen Hand” (last week’s scenario) and how you could run that, not as the ironic experiment in conspiracy theory it was designed to be, but as a flurry of happenstance, coincidence and enemy action from which the players could grab some threads and tug on them, and that would decide the real direction of the story.

The Tesla angle, for instance. ‘Nikola Tesla must be experimenting with AC vril power…’ one player might say excitedly. Personally I'm already heartily sick of "Tesla the sci-fi hero" stories (yawn) but OK, it’s a science fiction campaign based on Lovecraftian themes, so why not? The Tesla connection could let you fold in and embellish roughly contemporary stories such as Alpha the robot (pictured above) and his occasional acts of murderous rebellion. As the players’ investigations show you what they are hoping and fearing from the adventure, you can lay the rails just one step ahead of them. Little do they know that the investigation is going to be whatever they want it to be.


I’m still not sure about that level of “total improv”. It’s how a lot of Doctor Who writers seem to plot their stories, but once you notice that they’re ass-pulling on a regular basis, there’s not much incentive to care. Likewise, if players cotton on that you’re adapting the facts to fit whatever they say, disbelief isn’t so much suspended as thrown off the roof. So if you try it, do so sparingly – but, seeing as I did say you risk getting lynched if you play “The Unseen Hand” as written, nobody could blame you for chickening out and turning it into a seat-of-the-pants episode of cosmic weirdness instead.

Sunday, 19 September 2010

The shape inside the bone

One afternoon, many years ago, Oliver Johnson and I were talking about Tekumel. Oliver had heard me talk about my Empire of the Petal Throne sessions, but he'd never played in that campaign. Taking the big colour map of Jakalla, Oliver laid it on the floor and said, “So tell me about this city as if I were looking down on it from outer space.”

That was how we began one of our best games. In a few hours we had somehow dredged up, inferred and/or mutually created the background of Oliver's character, Jasper Faze, and how he came to be orbiting Tekumel even though there are no other inhabited worlds in its universe.

At one point Jasper beamed down to the city. When an ionic storm prevented his swift return, we began to suspect his ship's computer was not wholly reliable. Accidentally offending against the Jakallan code of etiquette, Jasper became embroiled in a struggle. A crowd gathered. "I use my anti-gravity belt to rise above them,” Oliver said.

We hadn’t discussed equipment at all, but obviously he had to have an anti¬gravity belt or he couldn't have mentioned it. “You rise above the crowd and drift over their heads in a sweeping arc. The breeze is carrying you towards the seafront.”

"I'll engage the thrusters to correct my course.”

"No effect. Worse, as you pass over the quayside you realize you're losing height.”

Jasper complained to the ship's computer, only to find that it was unable to broadcast power to his personal equipment because of the necessity of sustaining the ship's shields during the ion storm. The prime directive to protect the ship was one Jasper had issued himself. Naturally, he could not now change it because the computer could not verify his identity until he was back on board. He went down in the sea, was picked up by a prison patrol boat—and so on from frying pan to fire, and worse, throughout a very enjoyable afternoon's session.

We had learned a lot about improvisation just by doing it. For one thing, we discovered that the important rules aren't the ones written in the book (which we didn't have to hand, nor any dice) but the rules that derive from the nature of group storytelling. Like the thing with the anti-grav belt. We saw straight away the fun of trying to thwart each other's intentions without actually blocking—or, alternatively, to take an idea in an unexpected direction. To stymie without refusing and to outdo without competing.

I came across Keith Johnstone's book Impro a few years later. Johnstone describes improvisation techniques that he uses in theatre to free up people's creativity, both as actors and as writers. I liked especially this quotation from the Tao Te Ching which also sums up how I believe narrative should emerge from a role-playing session:
The sage keeps to the deed that consists in taking no action and practises the teaching that uses no words. When his task is accomplished, the people all say, "It happened to us naturally." I take no action and people are transformed of themselves.
I regard this as all-important in any discussion of what has been called 'narrative' rolegaming because often people assume that the term implies authoriality. There is no doubt that one of the referee's possible roles is as author of part of the narrative. When players seem to be having trouble getting inspired, I might drop in a surprise of my own devising or (better still) let something appear randomly. But it's always important not to break the suspension of disbelief by seeming to have steered the narrative—and, in fact, it's less fun for the referee himself as well.
Carl Weber, writing about Brecht, says: "...the actors would suggest a way of doing something, and if they started to explain, Brecht would say he wanted no discussion in rehearsal—it would have to be tried "
Quite right too. Articles about role-playing are such a frig. Same with articles about writing. Just do it...

That's what goes wrong so often with character generation. As soon as players start to think about what's needed, they start to get authorial. Then they think, “I mustn't come up with anything boring.” So you get players saying, “We're ever so creative in our games. Like, I play a mutant sponge with an IQ of 197 who is strapped to the head of a crocodile from the New York sewers. Bill is a Babylonian priest who was kidnapped by Venusians but who led a slave revolt that caused Venus to become a molten wasteland, but he escaped in a time machine to an alternate 1960s where he became a superhero. And...”

Tedious. My heart sinks at the thought of refereeing such a game. It's just an explosion in an ideas factory. Imagine a novel written that way. Those people should try actually playing—they'd see that the real possibilities come when your character fits within a context. Drama, in fact, is not about character description (ie, what is so-&-so like), it is about character interaction (how does so-&-so relate to other characters).

Anyway, I reckon Keith Johnstone and I agree that theory is over-rated. We're impatient to do the deed, to get in there and make it happen. That's why this book isn't a lot of high-faluting dramatic theory — it's all practical advice, with plenty of examples.

We were talking about character interaction. Johnstone gets right to the heart of it with a long chapter on 'Status'.
"Try to get your status just a little above or below your partner's," I said, and I insisted that the gap should be minimal... Suddenly we understood that every inflection and movement implies a status, and that no action is due to chance.
I'm interested in status as one of the main motors of narrative. It's especially important on Tekumel, where every slight nuance of status is crucially important. Keeping the status differences between players small, as Johnstone recommends, ensures there is an ongoing struggle for face. If I am a noble army officer and you are a street sweeper, our interaction is likely to be stilted and sterile. If we are Yalunequ and Mashmirek, clan cousins of very nearly equal status, every meal, every transaction, every comment becomes a subtle war.
One status relationship that gives immense pleasure to audiences is the master-servant scene. A dramatist who adapts a story for the stage will often add a servant...
Yes, good point, Keith. But the master-servant thing is delightful to audiences. It's less interesting from an internal perspective. That's why, when you find master-servant relationships in games, one party (usually the servant) is often an NPC. The relationship is played to the rest of the group as audience, for comedy value.

I have played servants, but I think the only way for this to be personally rewarding (I mean, to the extent that you can inhabit the character rather than just playing them) is where the power relationship between the characters is not as clear-cut as it seems. An obvious example is a bound demon, genie or sandestin. On one level it's the inferior partner, the servant that must do as it's told. On another it's a powerful, cunning and malicious entity that the master knows he must command with care.

More subtly, a servant character could have advantages denied the master. (These should arise because of his servant status or they're not interesting. A servant who just happens to be a brilliant assassin is a yawn; one who is streetwise and wily where his pampered master is naive—now, there you have something to work with.)
When Eskimos believed that each piece of bone had only one shape inside it, the artist didn't have to 'think up' an idea. He had to wait until he knew what was in there—and this is crucial. When he'd finished carving, his friends couldn't say, "I'm a bit worried about that Nanook in the third igloo,” but only, "He made a mess getting that out!" or "There are some very odd bits of bone about these days."
Yeah, okay, Keith – enough about status. Now, I can't remember the context of the quotation above (it was probably from the 'Spontaneity' chapter) but I choose to regard it as Johnstone addressing the question of creation – specifically, the tools of creativity. Many people worry about dice, for example. “Does the use of dice destroy the purity of our role-playing games?” they say, though what they really mean is, “I feel that dice mark me out as a gaming nerd whereas I'd rather be thought of as an improvising artist.” (Ah, I see... it is still all about status. You are wise, Keith.)
Anyone can run an avant-garde theatre group; you just get the actors to lie naked in heaps, or outstare the audience, or move in extreme slow motion, or whatever the fashion is. But the real avant-garde aren't imitating what other people are doing... they're solving the problems that need solving, like how to get a popular theatre with some worthwhile content, and they may not look avant-garde at all.
The avant-garde. Oh yes, we know what that means in a role-playing context. It means setting great store by all the tricks and theories that supposedly will make us better role-players, but then not actually doing any real role-playing. Or fretting over nonsense like the use of dice, as if it mattered.

Dice are not the problem. Why? Because the system itself should be almost irrelevant. It's just a last court of appeal for players or referee to appeal to when inspiration or credibility fail. So, I use dice in my games but I prefer the sessions where dice are not needed. Nonethless, I see no stigma in saying to a player, “I wonder what the innkeeper thinks of what you've just said?” and then rolling dice to decide. When I'm refereeing, I like to be surprised too—and I like the players to know that this isn't just a story I'm telling them.

Would I use tarot cards, or the I Ching, or suggestions drawn from a hat? Not if it was obtrusive. But you can use anything, can't you? The music that's playing on the hi-fi (especially effective if the players don't notice the connection), the book titles on the shelves, the opposite idea to the one you first thought of. There are some odd bits of bone about, and that's no bad thing.
Many teachers get improvisers to work in conflict because conflict is interesting, but we don't actually need to teach competitive behaviour; the students will already be expert at it, and it's important that we don't exploit the actors' conflicts. Even in what seems to be a tremendous argument, the actors should still be co-operating and coolly developing the action.
Now, I can't agree with you here, Keith. This is back to the authoriality issue. Players aren't interested in the 'story', you see. Story is what happened in restrospect; character is all that matters to them. To get the most out of role-playing, you shouldn't be thinking, “What should my character be doing next?” You just do it. You should be channelling the character, not merely writing their lines. So players have no responsibility at all to treat each other a certain way. If a player says to me as referee, “I spot someone in the street who I used to know,” I think they must be bored with playing and they'd like to referee. If they say, “I used to stammer as a child, until I fell off the temple roof that time,” I think, fine, it's their past and they ought to know; I'll work it in. But if one player says to another, “I hear you just bought a falcon,” there's no onus on the other player to accept and add. He's perfectly entitled to speak in character and simply say, “No I didn't.”
Very often an audience will applaud when earlier material is brought back into the story... the reincorporation does give them pleasure. They admire the improviser's grasp, since he not only generates new material, but remembers and makes use of earlier events that the audience itself may have temporarily forgotten.
The serendipitous placement of this quotation (I'm reproducing them here in the order they occur in the book) inclines me to treat it as a reproach. Keith is reminding me that the rules of narrative creation still apply, even though I am saying I want no truck with authoriality. But I did say earlier that I allowed some authoriality from the referee. He does have responsibility to maintain the narrative (even if he's not consciously creating it) and one of the main things he should avoid is blocking. So, replying to the player-character with the stammer by saying, “You were never on the temple roof,” is a bad response. In other words, the rules of improvisation don't strictly apply between players, because the players inhabit the story. As the protagonists, they only “co-operate” to create the narrative in the sense that two real-life people arguing in the street are co-operating to create a fight. But those rules of improvisation do apply between a player and the referee, which is the interface where mutual narrative creation actually occurs.

I have to digress for a moment because, of course, you can break any rule once you have learned properly how to use it. So, when I said the referee should not block that player-character, there are ways to do so and still make it work. I could say (in character as a clan elder who happens to have overheard): “You only pretended to stammer to get out of lessons, you wretched boy. And you didn't fall off the temple roof at all, you pushed your cousin. He broke his wrist!” It isn't blocking because the player has the opportunity to take it either as what really happened or as an unfair and inaccurate view that others have of him. But this does remind me of a golden rule I would never break, which is that the player has complete authority for what his own character is like. It would be bad faith for me, as referee, to say, “You could have saved your cousin but you deliberately decided not to.” That’s the player’s decision alone.

I hate it when the referee makes value judgements about my characters, too. Who is he? He's not a player character, he's just the bloody referee. For all the power he has over the narrative from above, he has no right at all to intrude himself into it like the omnipotent narrator in an early Victorian novel. That's why I don't like the term 'game-master'. Master? Master of what? Bollocks. He's not a master of anything, he's a referee.

Sorry, Keith, I got a bit carried away. What do you reckon?
If I say, "Make up a story," then most people are paralysed. If I say, "Describe a routine and then interrupt it," people see no problem.
Now, that's certainly a good lesson for referees. Too often, of course, they write out the whole damned scenario and then the poor players are left desperately trying to claim participation (and inject some interest) by breaking routines, but the referee just won't allow them to do it. This is known as thatching, after our "cherished" former prime minister who famously would brook no contrary point of view. A lesser form of the same dictatorial approach is when the referee refuses to indulge the player-characters' concerns. That is, the referee decides that the campaign has a direction and a theme which is not the direction and theme that interest the player-characters. It's always more rewarding if referee and players can approach the session with an open mind.
You have to trick students into believing that content isn't important and that it looks after itself, or they never get anywhere.
You're right, Keith. Like those sessions where the players sit around waiting to be entertained. Everything feels blocked. I ask them what they want to do and they say, “Dave hasn't planned anything.” Then someone goes home at 10.30 and the game session is formally wound up. Suddenly, one of the players wants to go shopping for a sword: “I'll do it now so as not to disrupt the next game.” The other players tag along. He is about to buy a fine sword, but one of the other players wants it too. They argue, the sword is snatched – one of them cuts his hand. Another player calls the police, who say, “Unregistered duels on private property are illegal; you're under arrest.” The two characters who were squabbling are marched off to jail, now realising that the third character has stitched them up to get the sword. They swear revenge. But first they must escape...

At three in the morning the players finally go home. Why didn't they have that adventure hours earlier, during the 'session'? Because they thought they had to create the content. But it was waiting inside the bone all along.
* * *

I wrote the article above, which was inspired by
Impro: Improvisation and the Theatre by Keith Johnstone, for Paul Mason’s classic RPG fanzine Imazine. You can get Impro here, and back issues of Imazine are available here. The reference to diceless RPGs dates the article, which appeared in 1999. At the time, dice-free gaming was the latest fad of the "too cool for rules" set. (Actually, for all I know it may still be.)