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Showing posts with label The Good Friends of Jackson Elias. Show all posts
Showing posts with label The Good Friends of Jackson Elias. Show all posts

Friday, 17 July 2026

Making stuff up

Uh-oh, it’s happening again. The players are going off-piste. You thought they were going to zig but they zagged. They’ve got the bit between their teeth and on top of that they’ve got the wrong end of the stick – except that it’s only the wrong end according to your notes, because whatever the PCs do, that is the story.

And this is all good, because now you’re forced to improvise, and improvisation is the key to pulling down the lightning so that, instead of just lying inert on the slab, your scenario comes alive. Nobody knows what will happen now, including you. That’s what makes roleplaying fundamentally different – and often much more exciting – from traditional scripted media. It’s storytelling in retrospect, but right there in the moment, it’s life.

(If you want a good example of how real life is much more engrossing than most fiction -- in short, how it spawns better stories -- compare the documentary Beautiful Young Minds with the excruciatingly lame and formulaic fictional version of the same characters in the movie X+Y. With all its genre tropes, the latter resembles a preposterously proportioned toy breed of dog in comparison to the natural honesty of the real-life version.)

"[David Lynch] is not following some screenwriting template where the characters are going someplace, they arrive someplace, and then it closes. Storytelling doesn’t have to be that way at all, especially if you’re interested in delivering a different type of truth."  -- Oisin Fagan

But for improv to work its magic, you can’t just apply it as a sticker slapped on the chassis of the planned scenario. For example, the characters are going to a secluded mansion to interview an NPC with important information. Instead of going by road, as you expected, they park on the far side of the woods and walk to the mansion that way. OK, this is a great opportunity for improv. You can build atmosphere and threat. You could have them find something sinister in the woods. Maybe somebody has tried to burn something out in the woods? Something heavy was dragged this way? Is that a mound of freshly-dug earth? And what about this makeshift tent as if somebody has been living rough out here?

But whatever you do it will be more effective if it connects to the core events rather than simply being a closed side-loop for the characters to deal with that has no bearing on anything else. Whatever emerges from this improvised woodland trek should tie back to the adventure. Maybe the burned papers contain fragments that hint at the NPC's secrets. Maybe the drag marks lead to a shallow grave that changes everything the players thought they knew. The goal isn't to create a self-contained side quest that gets resolved and forgotten, but to deepen and complicate the main narrative thread. Use the woodlands sequence as an opportunity to extemporize from what you know is going on at the mansion.

Improvising is easy for the players. They just have to think in-character and do what their game alter egos would do, and events unfold automatically from there. "What is incident but the illustration of character?" as Henry James put it. For the referee (or GM if you must) it's harder. He or she is not reacting from within the world except when improvising an NPC's choices. When in authorial mode, the risk is that the referee will improvise something clichéd -- as all writers tend to do when under pressure, which is why we see the same story tropes over and over again in TV/movie drama. Here's a trick for avoiding that. Whatever you first think of, put that idea aside and improvise something else. I ran a whole Krarth campaign that way and avoided all my bad habits. It was like somebody else was running the game, and the results were as surprising to me as to my players.

In this episode of The Good Friends of Jackson Elias, the chaps describe an example of ‘extreme improv’. A player goes upstairs in the empty house and returns saying, ‘I found the missing woman’s diary and it explains everything she was up to in the days just before she vanished.’

Now, this sounds like a passive-aggressive way of telling the referee: ‘Too slow, bored now, get on with it.’ Obviously you can’t block by saying, ‘You didn’t find a diary,’ because that discourages improvisation. So how about: ‘The diary is interesting because it’s so uninteresting. The entries are all brief and pedestrian. Could she really have led such a boring life? Then you find an entry where she’s written something that’s been heavily crossed out. Holding it up to the light you can see she began writing, “At last! Exciting news from – ”. And she broke off there and scrawled out what she'd written.’

Now the players might realize: ‘She made a mistake writing that. So she must have had two diaries, one for show and one for secrets. We need to find the other one, where she recorded the important stuff.’

We could call this improv aikido, using the player's energy and redirecting it productively. The player’s improvisation is rewarded – it’s told them what they need to do – but you don’t have to drop the clever stuff you had planned for how they find it. Of course, if the player then says, ‘Yeah, I found the other diary too; it was in the same drawer,’ then she really is hating this game and you might as well play something else.

The best improvisation doesn't feel like improvisation at all. It feels as if the story was always meant to unfold this way, even though you and the PCs are making it up as you go. When you achieve that seamless integration of planning and spontaneity, you create something that no author or writers’ room could ever achieve – the plot that emerges out of contingency and character in a wonderful cascade of events that nobody could have predicted.

Thursday, 28 May 2020

Don't listen to Hydra

It'd be a reckless gamer who'd dive back into face to face roleplaying right now. Whatever the Red Skull says, the coronavirus is not going to magically disappear. Fortunately there are plenty of online alternatives, and taking the glass-half-full view I quite like not having to travel to a game during London's rush hour or faff around cooking supper for a room full of hungry gamers.

Here are Scott Dorwood of The Good Friends of Jackson Elias and Joe Trier of How We Roll with a smorgasbord of suggestions for gaming over the internet. (I'll append my obligatory quibble, which is that HPL probably pronounced the "dh" in dhole as an eth. So, not like the Asian canid. But I realize it spoils a perfectly good pun, so I won't press the point.)

In our games we've stripped it all back to Discord with the Dice Maiden bot installed for the rolls. Discord supports video now, but we stick to audio because it stimulates the imagination. After a session's over my mental impression of the game-world lingers as vividly as real memories. If your games involve a lot of tactics and combat, though, you might be better off with one of the other options Scott and Joe discuss there.

One of their recommendations is ViewScream:
"Three to five players assume the roles of desperate people trapped in a world of high-tech horror. A typical game session lasts 60-90 minutes." 
We haven't had any problem with seven or more players at a time (audio-only seems to help) for games of three to four hours, but I've heard several people say that online gaming works better with shorter sessions and smaller groups, so I plan to try it out and report back here.

In the meantime, don't go drinking any bleach, will ya? Take vitamin D if you like (it won't hurt) but there's no evidence it has any effect against covid-19. As for hydroxychloroquine -- no, just no. Though if you buy into that stuff and you have a few hundred dollars to spare, why not pick up a USB stick (sic) which, as any fule kno, uses authentic quantum woo to "re-harmonize" 5G radio waves. Between Trump's twitterings and barmy internet medical myths, the coronavirus has some pretty stiff competition in its quest to wipe out humanity. Your best defences are reason and evidence. So stay alert -- to nonsense.

That's been our public health information broadcast for this week. Come back tomorrow when we're plunging into a time of superstition, plague, violence and apocalyptic fear. No, it's not another current affairs post -- I'm talking about Legend, the world of Dragon Warriors.

Friday, 3 April 2020

Quick -- before they make it a crime


"At home" used to be what people wrote on a card if they were inviting you round for drinks. Now it means the very opposite of conviviality, and politicians have been using it as a mantra to ward away the plague du jour.

There is no law of reason, though, that demands you stay locked up in your room. SARS-Cov-2 is a droplet-borne infection, like its cousin the common cold, not an airborne pathogen like chickenpox or measles. As long as you stay at a reasonable distance from other people (at least two metres) and wash your hands frequently, the virus has no chance.

So if you're out for a walk or a run or a drive and there's nobody to talk to -- or the only people to talk to are the ones you've been cooped up with for weeks on end already -- here are some podcasts to ensure your imagination can soar even if the authorities think you ought to be under house arrest.


Top of my must-tune-in list is Improvised Radio Theatre With Dice, in which Michael Cule and Roger Bell-West discuss all things game-nerdy. To dip in a toe, try this episode, "Unmutated, More or Less", about Powered by the Apocalypse games.

Talking of things apocalyptic, and with an added pinch of matters macabre & eldritch and a smidgen of the generally unnameable, spin the dial to The Good Friends of Jackson Elias, which our genial hosts describe as "a podcast about Call of Cthulhu, horror films, weird fiction, and roleplaying in general." There are over a hundred and fifty episodes just waiting to slither into your ears and decorticate your brain. Here's a good one on "Folk Horror" that I'm sure will give me some ideas for Legend games.

Meanwhile there's wall-to-wall HPL at the H P Lovecraft Historical Society, run by Sean Branney, Andrew Leman, and Kevin Stidham. You can wander their virtual halls in a state of aporetic ecstasy, discovering treasure upon treasure until time has no meaning, but if you're disturbed by the encroaching shadows and the things that scuttle just beyond the range of vision, grab a few of the Voluminous Podcasts in which your hosts read and discuss one of Lovecraft's many, many, many letters. Here's a good one: "A Comedy of Vain Desire", addressed to his lifelong friend Rheinhart Kleiner.


Jeff and Hoi host the Appendix N Book Club to discuss the literary roots of Dungeons & Dragons, specifically the novels that Gary Gygax recommended in the eponymous appendix. I don't play D&D, but I like hanging out with these guys and they always have plenty to say that you'll find inspiring. Frequently I'll start out an episode thinking, okay, I read this book years ago, or I started it and gave up, but I'll hear their thoughts on it anyhow -- and then by the end I'm raring to read it again. You could start anywhere. How about this one on Roger Zelazny's Jack of Shadows?

If literary is your thing, you'll already know about Ralph Lovegrove's Fictoplasm podcast, in which he takes a novel and talks about both the story itself and the potential for mining roleplaying ideas from it. In this Lyonesse episode, Ralph is joined by me and Tim Harford.

Oh, and mentioning Tim brings me to his Cautionary Tales, which blend storytelling and drama to draw vital lessons from some of the great calamities of history, from shipping disasters to a mix-up at the Academy Awards. Why not start where I did, with the story of the ill-fated R101, in "The Deadly Airship Race"? (And for added insights listen to Slide Rule, Nevil Shute Norway's account of the building and test flights of R101's sister ship.)