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Thursday, 30 September 2010

Golden goddess

THE TROUBADOUR: NIAMH OF THE WHISPERS
Appearance: Niamh is blessed with the body of a goddess. Her golden hair spills down to her waist, and is bound by garlands of flowers. She wears diaphanous robes that shimmer with the colours of mother-of-pearl. Her ears are delicately pointed, and she has oily butterfly wings that are veined like those of a fly. She carries a delicate flute carved from bone.

History: In ages past, when the power of the Shadar pantheon was waning, the androgynous trickster God Sig transformed itself into a songbird and tricked its way into the house of the Three Fortunes for the purposes of ravishment. The offspring was Niamh of the Whispers, a faery princess who was cursed to always fall in love with wicked men.

Blessed with immortal beauty beyond reckoning, Niamh wandered the earth for hundreds of years, her life an endless cycle of heartbreak and woe. Her stories became her songs, and were capable of bringing even the sternest warrior to tears. Famously, Niamh was once persuaded by one of her treacherous lovers to “sing down the walls of Jerubar”: a Shadar Capital in the great steppes that is now known as the City of Ruins. Her voice drifted across the city and broke the hearts of the Shadar army, most of whom fell upon their blades.

Niamh’s curse was lifted when she scaled the Peaks at the End of the World and sang her most heartbreaking song to Sig. As the god blubbered in sorrow, Niamh tore out Sig’s thighbone and used it to beat the god until it agreed to lift the curse on her. She carved Sig’s thighbone into a flute, and wandered the Fabled Lands for many years, singing for a husband. Alas, she outlived all her mortal lovers, and with her own heart broken, she threw herself from Sky Mountain.

Character: Niamh is surprised to be back, and now that she is dead, somewhat embarrassed that she killed herself. She is kind, loving and possesses a pleasant humour. Of all the party, she is the most fearful of the threat to the Fabled Lands.

Wednesday, 29 September 2010

...and really bad eggs

Another of the eponymous characters in Eye of Heroes:

THE ROGUE: RUSTY JACK, KING OF THE REAVERS
Appearance: Jack wears the faded red jacket of a Sokaran Admiral. A rusty duelling pistol is tucked into one of his many belts, and he carries a rusty cutlass. His hands are adorned with rusty rings and rusted finger gauntlets, and his wild eyes carry a look of insane amusement. A rusty clockwork parrot sits on one shoulder.

History: Rusty Jack was a pickpocket from the town of Smogmaw who rose to become leader of a mighty pirate empire. As a child Jack had stolen from a temple of Sig, and had been cursed so that everything he touched turned to rusty iron. He soon turned this curse to his advantage, first by turning the Stitcher-King of Smogmaw into a statue and taking his place as the king of cutpurses, then by founding a spectacularly successful scrap metal business.

Funded by Rusty Jack’s benevolence, Smogmaw became a haven for thieves and pirates, all working under the umbrella of his scrap metal business. In time the traders of the Violet Ocean could stand it no longer. Goaded by the jealous industrialists of Copper Island, the Sokaran Empire dispatched an armada to destroy Smogmaw and bring back the head of Rusty Jack. The city was reduced to rubble, but Jack escaped into the jungles.

He returned a decade later at the helm of the Thunderbound, a flying Arkship stolen from the gold-skinned people of the Desert of Bones. After famously sacking the sky-city of Dangor, Rusty Jack wrecked havoc for decades across the shipping lanes of the Violet Ocean, ultimately founding a vast pirate empire in the Unnumbered Isles under the banner of the Red Reavers, and establishing himself as the first Reaver King.

Finally his crimes against Sig caught up with him. Unpopular for refusing to pay his tithes to the god, Rusty Jack was sold out by his own first mate, who arranged for Sig’s assassins to be allowed onboard as belly dancers. Jack took his attackers with him to the grave by cutting the power to the Arkship’s selenium engines. The wreck of the Thunderbound, and its fabled treasury, has never been found.

Character: Jack is the joker of the party. He has a soft spot for Tam, and enjoys poking fun at the other heroes.

Tuesday, 28 September 2010

Wild witch

Another of the characters devised by Steve Bristow, Will Doyle and Jamie for the FL computer game Eye of Heroes:

THE PRIESTESS: KERROL, THE WOAD WITCH
Appearance: Kerrol wears a shift made from moss and cobwebs and a necklace of bones and twigs. She carries a gnarled wooden spear adorned with shrunken skulls. Her green-skinned body is painted with stripes of blue woad, and her hair is a mass of dreadlocked vegetation. Her eyes glow bright green.

History: Many ages ago the God Tambu challenged the Goddess Lacuna to a race across the Spine of Harkuna. Tambu tricked Lacuna by spiking her water gourd with wine, and Lacuna tripped drunkenly upon Sky Mountain and lost the race. Her falling body formed a great rift between the mountains: the Pass of Eagles. So angered was Lacuna that she made Kerrol, a human priestess born of wolves, whom she charged with the total destruction of Tambu’s followers.

Wild and fearsome, Kerrol waged a decades-long war against the priesthood of Tambu. Her battle cries echoed across the steppes as thunder, and her spear was dressed with the shrunken skulls of Tambu’s priests. So untamed was Kerrol that she fought on even after Tambu had bartered a truce with Lacuna, which angered the Goddess. Lacuna summoned Kerrol to her court, where she was bound as a pet for many centuries.

In time Kerrol was tamed, and sent back to Harkuna to spread the faith of Lacuna. She became something of a saint to wayfarers across the Fabled Lands, and after her death shrines were built to honour her alongside those of Lacuna. Kerrol met her end at the spears of the Uttakin, fighting to stem the ceaseless march of their diabolic, polluting technologies. It is said that every wolf across the Fabled Lands howled as one at the moment of her passing.

Character: Kerrol is short-tempered and has little time for fools. Her manner is brusque and humourless, and she is prone to rage. She simply wishes to get the job done.

Monday, 27 September 2010

The red archer

Here's another of the mighty heroes that young Tam was tasked to gather together in the Eye of Heroes videogame design. Personally I'm both dubious of and bored by the modern myth of ninja (black pyjamas, shuriken, attack in silent waves) which was all cooked up in the 1960s. That's why you'll find no mention of ninja in FL Book Six and if somebody in Akatsurai did use the word "ninja" they would be talking about a wizard with a spell to become invisible. But this version of the Fabled Lands was intended for a tactical computer game, where ninja are as de rigueur as zombies.

THE WAYFARER: ROKU, THE RED ARCHER
Appearance: Roku is an athletic oriental clothed in a scarlet kimono. He holds a large bone bow engraved with lightning flashes and thunderclouds, and carries a quiver slung over one shoulder. His features are handsome yet haunted.

History: Roku was the greatest archer in Akatsurai, perhaps even the whole world. Many of the deeds attributed to him are pure fancy. He is said to have fired an arrow across the Unbounded Ocean to kill the traitorous Daimyo of Yarimura, and on the order of the Shogun he even shot down one of the stars.

In truth Roku was indeed divine. He was sent to earth by Nai, God of Earthquakes, and his bow was an earthly replica of Nai’s own bow: the Shatterer of Worlds. As the ground would never tremble beneath his feet, Roku passed from village to village, providing safety to the poor people of Akatsurai whenever the God of Earthquakes was angry.

Roku was once asked by some villagers to slay a terrible dragon that had been eating their livestock. Venturing to the cave of the dragon he discovered that she had been badly injured in a recent battle with a samurai, and took pity on her. He nursed her back to health, and in time, fell in love with her.

For many months Roku and his dragon wandered the land, until at last they met the brother of the samurai who had injured her when they first met. The man announced that he had sworn to slay the dragon and reclaim his family’s honour. In killing him Roku angered the Nine Lakes Clan, and they sent their ninja to assassinate him. They caught up with him in the depths of the Kwaidan forest, where Roku had finally mustered the courage to ask the dragon for a kiss. As their lips met the dragon turned into a beautiful maiden princess. “My lips have been sealed for an age,” she breathed, “but now you have freed them and they are yours.” At that moment the poisoned arrows of the ninja peppered their bodies, and they were sealed in their embrace forever.

Character: Roku is quiet and dignified. He is always alert, and is generally the first to warn Tam of danger.

Sunday, 26 September 2010

A blue preacher

To begin our series of characters from the never (or not yet) developed PC/phone game Eye of Heroes, here's the player's stalwart little protagonist and the first of the mighty heroes he's seeking to restore to the world.

THE ADVENTURER: TAM, THE BOY HERO
Appearance: Tam is clothed in the garb of a Sokaran peasant. He wears a brown cloth tunic, patchy green tights and a green cloth hood. A tousled red fringe spills from the hood, partially hiding his young and freckled features. Tam is weighed down by a magnificent golden broadsword, which he struggles to hold onto as he moves. The fabled Eye of Heroes is set into the pommel of this sword.

History: Tam is the son of a Sokaran farmer, and has very little history to speak of. To date his life has consisted of nothing more than feeding chickens, ploughing the cornfields with his father, or taking the pigs to market. Tam’s life takes a dramatic turn when the local bully tries to drown him as a witch in the village millpond, and he finds a glittering broadsword submerged in the murk.

Guided by the Eye of Heroes, Tam sets out on a quest from the Gods to capture the souls of six dead champions, and save the Fabled Lands from destruction.

THE WARRIOR: AMMUNAS, THE SWORD DANCER
Appearance: Ammunas is a blue-skinned nobleman with grave and dignified features. He is swathed in white desert robes embroidered with golden decorations. Despite his age, his physique is daunting. He wears an ornate Persian helmet and wields a silver scimitar in each hand.

History: Ammunas the Baptister was the fanatical first King of the Uttakin; famous for uniting the nomads of the Blue Plains under the banner of the God Ebron, and leading them to war against their age-old enemies, the gold-skinned nomads of the Desert of Bones.

Despite many great victories, Ammunas’s army was finally defeated by the legendary Arkships of their enemy, and the Uttakin were driven across the Violet Ocean to Harkuna, where they established a mighty kingdom. Ammunas did not join them. Shamed beyond measure, the blue-skinned dervish turned his back on his people and remained in the Feathered Lands. In time he earned the name “Sword Dancer”: a near-mythical figure who would appear from nowhere to serve the enemies of the gold-skinned nomads. Every sky charioteer who fell to his whirling blades earned him some small measure of redemption; but never enough.

It is said that toward the twilight of his life, Ebron set Ammunas a task to redeem himself in the god’s eyes, and earn his rightful place in paradise. Cruelly, the quest proved impossible, even for one such as Ammunas. Tasked to pluck out the eye of the war-god Tyrnai, Ammunas was finally struck down by the faithful of Tyrnai and cast into Nerech, where the ravenous Manbeasts devoured him.

Character: Ammunas is a natural leader for the party. Military minded, no-nonsense, and sharp-witted. His only downfall is his arrogance: like most Uttakin, he sets himself above others.

Thursday, 23 September 2010

Eye of Heroes

Eye of Heroes was a Fabled Lands PC game designed by Steve Bristow and Will Doyle, formerly of Black Cactus Games. The reason you never heard of it is that, in notable contrast to the way that novels, movies and creator-owned comics are originated, game publishers don't usually buy NIH designs. So Eye of Heroes remains only a blueprint. But while looking through the design spec I found a bunch of great characters that Steve and Will had come up with, many with intriguing historical details that I assume they worked out with Jamie. So I'm going to run some of those over the next week. First, the one-sheet that tells you what the game's about. Incidentally, I said it was intended as a PC game but I'll bet it'd work pretty well on today's smart phones... Hmm, might have to dust it off!

Fabled Lands: Eye of Heroes

GAME OVERVIEW
“Fabled Lands: Eye of Heroes” was planned as a turn-based strategy PC game steeped in the mythology of the Fabled Lands game books. Eye of Heroes tells the story of a young Sokaran farmhand who travels the Fabled Lands in search of the souls of six long-dead heroes.

Each of the game’s levels would be played out across a colourful isometric battle map. Each unit in the party has a reserve of action points (AP) that are expended to move, attack, deploy special powers or interact with the environment. You and the computer player take turns to move your units, with each side moving any or all of their units in a single turn. AP can even be saved as “Opportunity” to interrupt your opponent’s turn with your own actions.

Eye of Heroes gameplay also includes “Distraction” - all units rotate automatically to face what they perceive as their greatest threat, even during their opponent’s turn. Combat rewards attacking to the flank or to the rear, so players must carefully coordinate their party’s attacks to counter and exploit the enemy’s ever-changing facing.

THE EYE OF HEROES
Each soul you rescue is stored within the Eye of Heroes: a magical jewel set into the pommel of your adventurer’s ancestral sword. You can call upon the Eye to summon the ghosts of six heroes to your side, but only for a short time. Each ghost needs Soulfire to take material form, and the Eye only holds so much. In order to boost your reservoirs of Soulfire you must drive your ancestral blade into the corpses of the evil dead.

Each hero conforms to one of the game book professions: Warrior, Mage, Wayfarer, Priest, Rogue and Troubadour, and each has their own unique powers. Players must spend their Soulfire wisely in order to triumph over the traps, monsters and puzzles resident on each level.

ENHANCEMENT
Between levels you’ll have the opportunity to mould your adventurer into a real hero.

The heroes of the Eye represent the pinnacle of each class, whereas your adventurer is something of a Jack-of-all-Trades. Although weak in comparison to his allies, you can draw upon the wisdom of the Eye to learn new powers. Concentrate on one class and your hero will ultimately match the abilities of one of his party members. Spread his Heroism between all six classes to develop a varied arsenal of powers that combine close and ranged combat, healing, magic, and trickery.

LOCATIONS AND ENEMIES
Each of the locations in Eye of Heroes draws inspiration from one of the game-books. As the series ran short after six books, fans will finally get to see something of the realms that were still to come: the steaming jungles of Ankon-Konu, the Desert of Bones, mythical Chrysoprais, ancient Atticala, the metropolis of Dangor and the Underworld itself.

Each battle map depicts a single adventure location, depicted in scale to your units. The first six locations detail the final resting places of the six heroes: the objective here is to find their bones and acquire their souls. Each enemy type conforms to one of the six classes: for example, the Manbeasts of Nerech use Warrior powers, whereas the snivelling Ratmen exploit the powers of the Wayfarer. The bones of each hero are watched over by monsters that conform to their class - before you can take advantage of the class for yourself you must witness its powers in combat.

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.)