|
|
![]() |
01/16/99: BY THE SEAT OF ONE'S PANTS by The Gline You know the deal. You've spent all week prepping this scenario. You've got an environment
- a supercorp office, a nightclub, a dungeon, a castle, maybe even
someone's house -- mapped out down to the last stick, stone, screw,
and solenoid. You've got piles of stats on NPCs, enough to fill a
whole binder. (In fact, you DID fill a whole binder.) You've got enough
data here to run a whole campaign. And in the first twenty minutes, somehow -- by dint of lopsided dice,
stupid blundering luck or that insane player's telepathy that somehow
allows them to sidestep EVERYTHING you had originally planned in their
way... somehow, those idiot players of yours decided to simply not
go for this particular plot thread. And the ungrateful twerps decided
to hop a plane for Burma. (In the game, not RL. If they do that in
RL, quit RPGs and become a travel agent.) And, worst of all -- you don't know a thing about Burma. If they
were gonna go to Burma, the least they could've done was WARN you
so you could go do some RESEARCH...! The above is based, somewhat loosely, on a true RP scenario that
involved some friends of mine. Faced with the mind-boggling possibility
that (no!) the players might actually want to DO SOMETHING OUTSIDE
OF THE GAME'S SCRIPTED PLOTINE, the GM had to scramble quickly to
keep up with them. But keep up he did -- and there is a singular lesson
to be learned from this: Don't underestimate the power of improv. Improvisation is more than just whipping out an NPC you didn't have
rolled up. Improv can be as major as what's described above: taking
a whole detour out from your scripted story, which may last more than
one session... or, for all you know, may even prove more interesting
than the scripted session itself! Case in point was a game I ran for a few months. The premise was
that in a world very much like ours today, a whole mess of people
from an AD&D-esque universe get dumped here rather unceremoniously.
About a million of them, to be exact. The world learns to deal with
them, but not before putting a bunch of mechanisms in place to handle
it. The players were a late-coming wave of arrivals, so they weren't
totally on their own. I had NOTHING planned. I wanted to simply drop them into the thinnest
possible excuse for a plot and see what would happen. And somehow
it worked, probably because I had the three basic rules of improv
gaming down pat: 1) KEEP THINGS MOVING This doesn't mean that your players should ALWAYS be on the run,
just that they should never be wanting for some kind of trouble to
get themselves into. This is good gaming practice, but it goes double
for improv gaming. In my game, I sent everyone from government agents
to jealous mages to you-name-it after them, often with hilarious results.
See below. 2) MAKE IT PAY OFF Payoff means that the effort put in by your characters should be
paid back to them. For instance, at one point I had a bunch of crooked
cops after my players. They did so well in evading them that I gave
them a little payoff: when they got one of the cops to strip down
and surrender his gear, as they drove off -- leaving the guy standing
there on the corner in public daylight wearning nothing but his sta-prest
-- he tore off his underwear in total frustration, ran down the middle
of the street after them (naked as a jaybird) and flung the pants
down, screaming "TAKE 'EM! TAKE 'EM!" Everyone in the group
burst a gut and we had to do an extended break before we could stop
laughing. That's payoff. 3) ENFORCE CONSISTENCY This is difficult for some people, unless they have a hell of a memory.
With improv gaming, you're throwing things out a mile a minute, and
you don't always know if you're contradicting yourself or not. The
simple solution is to take notes -- they don't have to be enormously
detailed, just enough to make sense to you. You'd be amazed how well
this allows you to return to a previous plot thread, one which only
LOOKED casual, but in your fiendish hands, can be spun out into something
of shocking importance...! Now, obviously, on-line gaming -- because there's more emphasis on
player-player rather than player-GM interactions -- has a lot more
of a improvisatory nature to it. But all of the above still works
-- in fact, it'll work even better once you're conscious of the goals
and can work towards them aggressively. And if you're a Storyteller,
you can put these tips to use for when you run dry. And maybe you'll be giving your characters airline tickets a little
less often. Or a little MORE often, if that's your pleasure. SysOp Gline is nearly finished work on part two of his behind
the scenes IMC coding epic! |