Play Unsafe. How Improv Can Improve Your Roleplay!

Similar documents
If...Then Unit Nonfiction Book Clubs. Bend 1: Individuals Bring Their Strengths as Nonfiction Readers to Clubs

SUNDAY MORNINGS August 26, 2018, Week 4 Grade: 1-2

English as a Second Language Podcast ESL Podcast 295 Playing Video Games

10 Tips for Conquering Planned Pooling Crochet

It Can Wait By Megan Lebowitz. Scene One. (The scene opens with Diana sitting on a chair at the table, texting. There are four chairs at the table.

Moral Dawn. Moral Dawn. A Roleplaying Game of Moral Realization By Eigil Rischel 1/11

Sample file. Contents

Wipe Out Lesson 3 January 19/20 1

The Art of the Discard

Handling the Pressure l Session 6

THE MONSTER HUNTER INTERNATIONAL EMPLOYEE HANDBOOK AND ROLEPLAYING GAME BY STEVEN S. LONG, LARRY CORREIA

An Assassin s Advice. Ariel Segall. March 27, 2015

Love will have its sacrifices. No sacrifice without blood.


Get Inside a Guy s Head: The Smart Woman s Guide to Understanding Men

How to Help People with Different Personality Types Get Along

Emoji Lesson 4 September 29/30 1

How Can I Deal With My Anger?

A digital story is a short digital video that combines your voiceover, photos, video clips, and music to tell a true story from your own life.

SUNDAY MORNINGS January 13, 2019, Week 2 Grade: Kinder

Visually Directing the Player Joshua Nuernberger

I think I ve mentioned before that I don t dream,

BONUS - Money Attraction Accelerator Audio

5 0 I N S I D E R T I P S T O G O F R O M M A K I N G A L I V I N G T O M A K I N G A L I F E

25 minutes 10 minutes

MISTAKES THAT WILL SABOTAGE YOUR PRACTICE. (And How to Avoid Them)

CORMYR: THE TEARING OF THE WEAVE (DUNGEONS & DRAGONS D FANTASY ROLEPLAYING, FORGOTTEN REALMS SUPPLEMENT) BY RICH BAKER, BRUCE R.

Blatchford Solutions Podcast #30 Top Women in Dentistry: Interview with Dr. Davis Only If I Knew Than What I Know Now

Easy Public Speaking Worksheet

DAY 1 READ PSALM 139:13. THANK God for creating you to be exactly who He wanted you to be. DAY 2 READ PSALM 139:14 WEEK

Girl Doesn't Text Back Cheat Sheet. by: textdino.com

The Art of the Discard

Step 2, Lesson 2 The List Builders Lab Three Core Lead Magnet Strategies

POOL THE. A role-playing game by James V. West

Use Magic Words In Your Biz Cards, s, Flyers, Etc.

Explorers of the Lost Kingdom Lesson 4 March 9/10 1

All Ears English Episode 220:

Let me ask you one important question.

For Advanced Idiots: Opening Weak Two Bids and Responses

How to Use This Book Frequently Asked Questions Foreword Introduction. CHAPTER 1 Mapping the Story 1. Making Things Go BOOM! 2 Why Story?

Is Being Liked What Matters?

HOW TO WRITE A STORY

Episode 32: Stop Collecting Gurus. I m Emily P. Freeman and welcome to The Next Right Thing. You re listening to episode 32.

QUICK SELF-ASSESSMENT - WHAT IS YOUR PERSONALITY TYPE?

Advanced Playing and Bidding Techniques

Interviewing Techniques Part Two Program Transcript

Not-Too-Silly Stories

We're excited to announce that the next JAFX Trading Competition will soon be live!

1

Editing Your Novel by: Katherine Lato Last Updated: 12/17/14

Let s Make Studying Fun

Friendly Advice for Second Graders and for Those Teenagers Who Just Don t Get it

25 minutes 10 minutes

DIGGER DEEPER WITH JESUS WEEK 3 OCTOBER 20 & 21 4TH & 5TH GRADE

TDD Making sure everything works. Agile Transformation Summit May, 2015

Where do you get your ideas?

If you are an action-oriented individual and you're ready to discover your Purpose as you fall in love with your life s Vision, this is for you

Chuckers Create Expectations

Talking to Kids about Jimi & Isaac Books

Glenn Livingston, Ph.D. and Lisa Woodrum Demo

Section 3: Break Through the Competition: Hands-On Workshop to Make Your Novel Pop to the Top

Training and Resources by Awnya B. Paparazzi Accessories Consultant #

Writing the Half-Hour Spec Comedy Script Instructor: Manny Basanese

Dungeon Crawl Classics AMP House Rules - Downtime Activities DOWNTIME ACTIVITIES

Current. I Complete all Requirements. Do all of these: practice while using. 3. Create your game. play your game. to play your game. ,.

A Simple Guide To Practicing English With Native Speakers

Interview Preparation

Unhealthy Relationships: Top 7 Warning Signs By Dr. Deb Schwarz-Hirschhorn

Rags to Riches. Written by Allan JC Smith IV. Sample file. Art by Mitchell Nolte Layout by Craig Judd

Copyright Disclaimer

The next is the MIT Method. That doesn t stand for Massachusetts Institute of Technology, but rather most important task method.

And if you can focus on these four dimensions and see how to improve them, you can get good results.

Oakland Raiders Transcript

Author. I m an Author! Are you? Maybe you enjoy writing down your feelings, or describing things you notice about your world.

HOW TO SURPRISE YOUR READERS

The Home Business SURVIVAL GUIDE. Recruit Effortlessly & Build A Big Team (Globally) FAST

LESSON 7. Interfering with Declarer. General Concepts. General Introduction. Group Activities. Sample Deals

First off congratulations on receiving one of the Queen Elizabeth II Diamond Jubilee Medals for all of your guys work with the Simple Plan Foundation!

This book belongs to:

Clues in the. Stop and Notice & Note

Sam Ross 2012 facebook.com/teenagewhisperer Twitter.com/Teen_Whisperer

CountrySense. So I Opened a Country Hardware Store. It Never Gets Any Easier, You Just Get STRONGER!

LESSON 2. Opening Leads Against Suit Contracts. General Concepts. General Introduction. Group Activities. Sample Deals

Coaching Questions From Coaching Skills Camp 2017

DAY 4 DAY 1 READ MATTHEW 7:24-27 HEAR FROM GOD LIVE FOR GOD. If you play an instrument, you know that it takes a LOT of practice.

The $2 Game. To experience negotiations in a win/lose scenario. Each player should have a pen and paper. Set of Secret Instructions for each round.

Communicating Complex Ideas Podcast Transcript (with Ryan Cronin) [Opening credits music]

019 My Wife Caught Me Looking at Porn, Now What?!?!

You may share this document as long as you don t make any changes to it and leave the links intact.

Scene 1: ABBAS: (Man, 21 years old) MARIAM: (Woman, 19 years old) Scene 2: KOSSI: (Man, 18 years old)

MILLION-DOLLAR WEBINAR TEMPLATE DAN LOK

Reflections and Suggestions for First Year Teachers

Understanding Objection Language

BONUS MATERIALS. The 40 Hour Teacher Workweek Club. Learn how to choose actionable steps to help you:

The Online Marketing Made Easy Podcast with Amy Porterfield Session #123

Budget Battle. Phil West

A Play by Yulissa CHARACTERS. Seventeen-year-old Mexican. She swears a lot, especially when she is mad. She has bad anger issues but won t admit it.

CHAPTER SIXTEEN: YOU VE GOT ALL THE TIME IN THE WORLD

JOSHUA STEWART: Mentoring we ve all heard how valuable it is. But how does it work, and is it right for you? Stories of mentoring it s Field Notes.

ChatBot. Introduction. Scratch. You are going to learn how to program your own talking robot! Activity Checklist. Test your Project.

Transcription:

Play Unsafe How Improv Can Improve Your Roleplay!

General Habits Pay Attention Energy Roleplaying Games are games of the mind, and that means you have to listen to the GM as she describes things around you. You're not watching television or looking at pictures, so you cannot see those things being described, you can only imagine them. And you cannot picture in your mind those things you don't hear. Paying attention means staying focused on the game, the GM and the other players. If you don't, and you miss something important, that's your tough luck; the GM is perfectly within his rights to refuse to repeat himself at any time. In one game I ran, one of my players would sit and draw while the game went on around him. This guy was only in the game because he had nothing better to do and that was where most of his friends were, but he really wasn't interested. At least until combat-time came around and he would happily roll dice and tell me what his character was doing. So the party encounters a group of robots who explode when destroyed, but Captain Boredom wasn't paying attention until it was his turn. He immediately jumped up and told me his character was going to do a flying tackle on one of the mechanoids and slam it into a wall with his shoulder. BOOM! I thought that episode would cure him, but it didn't and eventually I just stopped inviting him to my games. Uncle Figgy, Uncle Figgy s Guide to Good Roleplaying Your job as a player is to play with energy. If you re not enthusiastic about playing, you can t play your best. Energy is about alertness, listening, reacting, focusing, being on the ball. Graham Walmsey, Play Unsafe Work Less - Play Harder! Don t Plan Ahead By spending the entire game pursuing your personal agenda for your character. Don t do this! It doesn t work you spend the session trying to railroad your agenda no fun for the other players. It frustrates you when the plot goes a different direction and your plans don t come to fruition. It s boring. It s predictable to you. If you don t plan, you ll get to discover what happens next and be surprised. The ideas and actions you come up with by the seat of your pants are better! You have to react quickly and get caught up in the moment. You re not thinking ahead, you re thinking about what your character is doing now. The response from your character will be much better. DO Hold Ideas Lightly When do you character or setting research and interesting ideas come to mind, keep them on the back burner. Don t plan for them to happen. Drop an idea if it doesn t work. General ideas or concepts are better than complex or highly specific one (they re more likely to happen!). Don t Be Clever Struggling to be on the entire session doesn t work. If you re trying to be entertaining, you end up just being a ham. Trying to be funny or shocking doesn t work well. When you re trying to hard, it just doesn t work. You ll end up taking your group out of the right frame of mind by your act. DO Be Average Amazing things happen spontaneously out of someone playing normally. You are naturally creative, why force it?

A Boring Experiment DO Be Obvious Do the obvious thing, the thing that obviously happens next in the story. You believe everyone expects this to happen next, but it may seem original and brilliant to everyone else! They may have been thinking something totally different or struggling to come up with an idea. Not everyone obvious thing you say will be brilliant, but you will be moving the story along and that s good too. An Obvious Experiment Stop Killing Ideas! We naturally try to avoid conflict, but in a story conflict in necessary. Fight the urge to be safe. When an idea that will make trouble comes along, build on it. Planning ahead causes you to kill ideas. If the idea doesn t fit your plan you kill it, so don t plan ahead! We don t want to look bad. If an idea makes your character look un-cool you may kill it. This creates a boring world full of super cool characters that never have anything bad happen to them. Boring! DO Build on Ideas Accept the idea and take the action forward. You can conflict with an idea, as long as you carry the action forward. Build on an idea, but feel free to take it in an unexpected direction. Building on ideas is an easy technique to learn, but using it consistently will change the way you play. That s difficult. Removing the mental blocks preventing you from building ideas is also hard. Once you get the hang of it, you end up with a much better role-playing experience. Yes And. Activity

A Boring Experiment Tell a boring story just a couple of paragraphs.

An Obvious Experiment A thief moves across the rooftops, keeping to the shadows. He creeps to a window, reaches through and opens it. He sees a woman and, behind her, something shining on a desk. 1. What do you naturally expect will happen next in the story 2. What would you like to happen next 3. What is the coolest, cleverest thing you can think up to happen next. Yes, And Activity Try saying Yes, And, in response to other people s ideas before you ve decided how to respond to them. You may find that, as you say it, you ll realize how to respond.

GM Advice Hold Ideas Lightly Gm s often hold onto their ideas very tightly and try to force their players to make their ideas happen. This is railroading. Take the player s section about not planning ahead to heart. Of course you have to create the world and situations that your characters will find themselves in you need to do prep-work still. Hold your ideas lightly and abandon them when the story goes elsewhere. When the time comes that the players diverge off your path, let them take the helm. Build on Your Players Ideas With little planning, you can build on your player s ideas to construct a story. Don t kill all of your player s ideas, stopping them from doing anything until they pick the one magic solution that you ve pre-planned. When a player comes up with something brilliant, go with it! Throw in a Twist When things get a little too predictable, throw in a twist! When we start a session of play for Mouse Guard, no one knows exactly how it s going to end, neither the players nor the GM. We know we ll be using our characters and that the GM will give us a mission. That s the beginning. From there, the story will twist and turn Luke Crane & David Petersen, Mouse Guard Role-playing Game Deliver on Your Promises Reincorporate ideas from earlier in the game or earlier in the campaign. It ll come out looking like you planned for the story to have foreshadowing! If you give the players some nice background information or details about your setting as the game goes on, they will pick up on your ideas. That is great! It s not that they went for a red herring. It s that your players are paying attention. Trust That You ll Justify It Later If your players have thrown you for a loop and you have to come up with an idea, NPC, object or location on the fly go with it! You can figure it out between sessions and work it into your game. Don t stop the flow of the game for little details. Stop Stalling Get to the Action! If the players are progressing through your adventure too quickly, you may be tempted to toss extra obstacles in the way. The players can see the end of a conflict in sight. Tossing in a meaningless obstacle for the sake of stalling wastes time and bores the players. Instead, let them get to their goal and continue the story from there.