Category: blathering

  • How to get better at improvising

    You will get better at improvising.

    This post is aimed mostly at people who GM or want to GM, but I think it goes for all players. Role-playing is, fundamentally, about improvising in the moment, which is funny because that’s also one of the most difficult things to learn, to get good at, and is one of the things people are most nervous about when it comes to TTRPGs.

    The most basic thing is also the most challenging thing.

    But don’t worry. You will get better at it. 

    You can get better at it, just by playing TTRPGs. But maybe that’s not good enough. Not in this age of self improvement and watching videos about going to the gym! No, indeed. So let’s consider how you can improve your improvisational skills, since you don’t always want to increase a skill by performing it in anger, do you? You are wise to look for other strategies!

    HOW YOU CAN PREPARE

    One of the most common bits of advice I see — and this is good advice — is to prep for improvising. Not just read the scenario and now some monster statblocks or whatever, but have other stuff to hand that you can use if you need to. This seems contrary to just being off-the-cuff in the moment, but if you want to be good enough to just create stuff off the cuff, then actually having a bunch of stuff ready to deploy as needed is a pretty good way to start. Check out Cordova’s 7-3-1 technique for a useful example of it. 

    “Before a session, I come up with 7 total NPCs, locations, and encounters. I give each of these a motivation. I then come up with 3 sensory details for each that I can describe at the table (sights, smells, sounds, and so forth). Finally, I think of 1 way I can physically embody each at the table (a distinct noise, voice, verbal tic, body posture, mannerism, etc.). I write all these things down.”

    However, this in itself is not improvisation. Cordova says it’s not prep, either. “I’m hesitant to call it “session prep,” because the point isn’t necessarily to end up with a bunch of notes I can use during the game,” he says. “Rather, the point of 7-3-1 is to help interrogate my setting so I understand it at an intuitive level.”  These things you can prepare to allow you, the GM, to inhabit the people and places you’re going to have to talk about.

    So if it’s not session or game specific prep, it’s sort of GM self-prep. Preparing yourself as a player in the game. And one thing I’ve heard a lot from GMs, wannabe-GMs, and GMs who struggled once before and don’t want to go through it again, is that this sort of stuff is THE solution to improving their game. Innumerable times I’ve heard folks express anxiety about not having read enough, or that if they had created more plans and notes, then they might have been ready for all the situations the players throw at them. And all that will help, but it’s not improvisation. It’s the intuitively understanding stuff that I think is the most important part here. And that is really practice. Ultimately the goal is to prep less, to a point where you need the thinnest sheaf of notes, and can be prepared to just find out what happens, or to not feel devalued when your prep is of no use to you.

    So here are some other suggestions that don’t involve just struggling through it at the table, and some of them are already games.

    THINGS YOU CAN DO AS EXERCISES

    Play Solo Games

    Now I admit I find solo games to be a lot like work, but the structure of them is very much like improvising on the spot. Set yourself a time limit. Don’t ponder, just do whatever it is the game prompted immediately. Getting faster at it is the exercise.

    Regard solo RPGs as exercises intended to improve both your writing skills and your improvisational flexibility, and they soon become even more interesting to play, I think. They need a chess timer or something. Read prompt: go!

    I suppose you could boil this down to: write! Writing is always good, whatever it is that you write. The gym of the mind. Especially when you try to write stuff from someone else’s point of view. But the point is here that solo RPGs are great at creating situations that you didn’t think up but now need to respond to with something sensible. And that’s improvising as a GM.

    Practice with story dice

    My kids loved these things when they were small, and I quickly realised they were getting better at improv when playing them. Initially they would look at the symbols and say “uuhhhhh…. Ummmm…” But after we’d done it a bunch of times they reacted immediately. You could practically hear those brain connection pathways being formed. So get some! Make up a story every day. Do it as quickly as you can. These are direct exercises that will improve your response time and the convincingness of your made up shit during the game.

    Pause the TV show

    Dialogue is one of the trickiest bits of a running and RPG, and when people have to pause and stop to think “what would this character say?” then it can become particularly stilted and awkward, “uuhhhhh…. Ummmm…” As with the story dice, this can be improved. Not least in intuitively inhabiting the characters. 

    Try this: when watching a dialogue sequence on a TV show, pause it mid scene and make up the next line of dialogue. Say it out loud. If one character asks another a question, supply your own answer. This is amusing for its own sake, but it will improve your response time and flexibility. Just don’t do it while your partner is trying to watch TV. Nothing on Earth will be more annoying, and you will end up in the bad place.

    Practice With Spark Tables

    If a game comes with spark tables, as Mythic Bastionland does, then practice with them. You can buy entire books full of the things, and picking a couple of these for a situation or person and then seeing what it suggests to you is great practice both for actually using the spark tables in anger, but also for having descriptions and twists on your improv generally.

    There Are Other Tools

    I don’t have anything like an exhaustive list, but TEETH-friend Pate has linked to his It’s Worse Than That tool to us on a number of occasions, allowing you to practice your Night Move responses for games like Brindlewood Bay and The Between.

    I am sure there is something similar for Forged In The Dark complications and consequences, but I am too lazy to dig it up. Hey, I wrote the rest of this article. 

    HOW TO GET BETTER AS YOU PLAY

    Play games that force you to improvise

    Ultimately you need to get better at improvising at the table. Games that require you to come up with improvised moments includes basically all RPGs, but anything PbTA-derived (so, Forged In The Dark Games, Brindlewood games, and other favourites of this parish) will force you to do it for their very most regular and fundamental mechanics.

    You can also play a GMless game. Or play games that are nothing but narrative, with nothing more than prompts. Our own False Kingdom is a pretty good example of that. I say, modestly.

    A key part of why people struggle with this stuff is that they’ve played games where they can read off the NPCs, the monsters, the encounters and so forth. And that’s all good stuff: a fine pre-written adventure is a great thing to have at the table, but the more it’s meticulously set out, the less you need to flex that muscle.

    So, for example, we ran a few sessions of Blades In The Dark where I, the GM, was not allowed to prep at all. And so I did not. Blades is pretty forgiving when it comes to this sort of play, but making no prep at all, not even mental notes, well, that was a bit of a high wire act. The players told me what they wanted to do, and I just went with it. It worked really well. After the first session the gang were extremely sceptical that I hadn’t prepared, and I can imagine this being incredibly tricky if you weren’t used to it, but maybe ease into it. Start playing Blades in the Dark instead of D&D! Take fewer and fewer notes, slowly ease yourself out of prep. You aren’t going to do a 200kg deadlift on your first time at the gym, nor are you going to go straight to pure improv as a GM. But with the right games, you can do it.

    Play some For The Queen, too, stuff like that will help everyone in the group.

    Adopt the trait

    This might be the toughest one. TTRPGs are rightfully lampooned for GMs doing funny voices, but the thing is about the voice or adopting a mannerism is that it helps you intuitively inhabit the character. Kieron likes to wave about a glass of wine when he’s Lord Scurlock in Blades In The Dark, for example. You might not be able to keep it up, it’s tough to get over the embarrassment of pretending to be a naughty goblin, and accents especially are hard, I know, but the more you adopt the character’s mannerisms, the easier it is going to be to answer as they would. I don’t know why this works, but I promise you it does.

    (I try to give my badguys Russian accents, which is heinous and maybe even unfair stereotyping (not really), but it meant I got better at the Russian accent and improvising at the same time.)

    Make the players do it

    If you are the GM and you are stuck at the table, just offload it onto your players. Having a bunch of stock questions that creates a character out of thin air. “Who is the person in this room? How do you know them? How do we know they are angry with you?” 

    There’s a bunch of other people sat at the table! Make them do it. 

    I was struck recently by someone who said that they didn’t like the Blades mode of action roll, because they struggled to think of the complications or consequences. Well, my solution is to outsource that. There’s a bunch of brains working less hard than yours at the table, and you should be making use of them. The more I have done this, the more I made the players tell the story, the easier improvising has become. And it’s the fundamental trick to making all this work, because it includes them, and it reduces your cognitive load, and ultimately it tells a story that they’re invested in, because they came up with it. 

    So yeah. Make shit up, and make others make shit up. That’s the motto.

  • What Makes Me Want To Run A Game?

    Or, to give it its true clickbait title, “Why I have absolutely no interest in running 7/9 of the games Quinns Quest has reviewed.”

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  • My 101 Favourite TTRPGS: 101

    Earlier this year, we saw John Harper on the socials having worked out how many TTRPGs he’s played. It was a big number. It made Jim and me sit back and do ours. My initial survey revealed I was just shy of 100. And, as a recovering pop culture critic, I knew what that number meant.

    A listicle to end all listicles.

    I’m starting it today. I turn 50, and wanted to do a long, playful look at my life and how it has intersected with an art form I’ve loved. This seems like it.

    (And, yes, when asked if there was any special treat I wanted for my birthday “Can I have time to start writing a listicle?” says a lot about my damage.)

    When I’d finished digging through everything, the list was over 100, so I made some choices to make it a significant number. I lost anything in the LARP space which felt closer to LARP than storygame – so I won’t be telling about the time I played Labyrinth with a bunch of other games journos on a press trip. Any game which involves acting a role but positions itself as a party game? That’s also out, so no Fellas, Is It Gay? or Jolene.

    When I played multiple editions of a game, I only include them if I can reliably remember the differences between the editions. So (say) Monsterhearts and Feng Shui will only pop up once.

    But we’re getting into spoilers. Let’s get in.

    You may note that I may not have defined what “favourite” means. That’s going to be part of the exercise. When arranging the list, I had to chew over what favourite means for me, in terms of my memories, experiences and joys with these games.

    Which also means, working out what my least favourites means.

    That was easy. I wasn’t sure of anything else in this list, but I knew what was at the bottom.

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  • Experiential Yearning And Some Sort of Space Hack?

    It’s been a while! Sorry, not really been able to post lately, but back now, and better late than never. -Jim

    What do you want out of TTRPGs? No, that doesn’t matter. What do I want out of TTRPGS? Yes, that’s the important thing. Let’s find out!

    A few years ago I was pitching a videogame to a room of swarthy videogame veterans. Beards, fortunes, you know the type. You have probably heard of these people. They had a lot of experience, and even more opinions on the experience of others. Anyway, the conversation came around to an already established game, how it was successful, and why. The general drift of things was that it didn’t matter how good or bad any individual element of the game was, because overall it fulfilled the sort of experience that gamers wanted, and had always wanted, and would always want. That, they said, was a good pitch: addressing a popular gamer fantasy. I had to agree. 

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  • DIE RPG: When I roll A 1

    I’ve been meaning to put this here for a while, but as the DIE RPG quickstart has been lobbed on Drivethru and Itch, it seems a good time. This is a tweaked version of something I wrote over on my newsletter, when I finished my long playtest campaign of DIE RPG.

    I often think of this bit of Red Dwarf.

    It’s where Rimmer is describing his great victories in Risk, much to Lister’s annoyance. An endless string of “And then I rolled a 6!” The joke being, that no-one is interested in hearing about people’s gaming adventures.

    I spent fifteen years of my life trying to prove that wrong, and get people excited about that time I rolled a 6.

    Or a 1.

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  • One Dice Wife Vs No Wife? No Dice: Conan vs Seven Part Pact

    Seeing our last two stories back to back made me think of something. Namely, Jim and my time with Conan and my time with Seven Part Pact and how each game chooses to treat your companions.

    Let us talk about wives.

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  • The Seven Part Pact: the First Actual GM-Full Game

    I was asked if I wanted to be a wizard for a week. I said yes.

    It was a playtest of Jay Dragon’s the Seven Part Pact, where up-to-seven (we did six) players are all academic wizards in a fantasy realm (Think Jonathan Strange & Mr Norrell) Each has a title, and an area of magic that’s their domain (think the Wizard of Earthsea). Each’s domain is also an area of responsibility, to ensure it doesn’t fall apart (think, Sandman). They form a found-family of arseholes, each a being of almost unimaginable power, pursuing their own desires and schemes and often butting heads (think Amber). Each also takes a dual role, taking the tasks often reserved to the GM in a specific area – so, for example, the Faustian as a character is about demonic magic and preventing satan from escaping… but is also plays as the The Keeper of the Chains, who is called upon to make the complications in the world.

    The Seven Part Pact is a GM-full game. I think it’s the only GM-full game.

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  • The Skim: Mythic Bastionland

    It is this organ’s firm and unyielding belief that one cannot review an RPG from reading it. You can review a manual, certainly, but you’re not reviewing the game in any meaningful way.

    However you can skim and see what pops out.

    This is the Skim, and this is what we got from skimming Mythic Bastionland.

    IN A SENTENCE 

    Kieron: It’s OSR1 hexcrawl2 Pendragon3 in miniature4 (complimentary5). 

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  • Where I Review My Gencon 2024 Haul From A Photo As I Had My Luggage Stolen On The Way Home

    Reviewing role-playing games is a controversial business. There’s some people who believe you can make a meaningful judgment about a game by careful consideration of its manual, and there’s other people who understand that’s nonsense.

    You don’t need to read a game to review it. You can just look at its cover and make all the judgements you want. Of course, some people say you shouldn’t judge anything by its cover. Those people sound like the sort of people who didn’t have all their games stolen on the way home from Gencon on the train back to my home.

    That’s me, by the way. That person is me.

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  • THREEDOM: Beowulf: Age Of Heroes

    Jim, Kieron and The Mysterious Third (Chris) have a regular group. We’re forever GMs, and play short campaigns where two are forever GMs no more. This is Threedom, and these our our stories. This time we report on Beowulf: Age Of Heroes.

    Kieron: I’m smiling at your notes for this chat, Jim. “Oh no, we played 5E! Sort of.” The ‘sort of’ is carrying a lot of weight. Handiwork games seem to be folks really who are interested in bending 5E significantly, and there’s a lot of that here. As the basic intro Beowulf is set in the world of the Anglo-Saxon poems about a Danish hero who kicks the ass of a monster, and then its mum and then has a bad time with a Dragon (though kicks its ass on the way out). The game’s got a lot in, but its core thing is as a duet game – one GM, one player. That’s about all I knew going in – Warped 5E, literary-historical-setting, duet game. Is that a fair description?

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