Juilan Michels, creator of the Open Circle Story method for storyjamming, asked me to write about my thoughts on “character advocacy and suspense,” following a conversation we were having in person. Julian’s said in the past, “I don’t advocate for the character, I advocate for the story.” I’d like to dig into how I feel about that. And what does it have to do with suspense, anyway?
The basics: Character Advocacy is discussed by Jesse Burneko on his blog Play Passionately, and is about a player representing the fictional interests of a particular protagonist, where another player (“Gamemaster,” usually) is responsible for creating adversity and challenging those interests. In a sense this is merely the central and often unexamined tenet of roleplaying for decades–”the GM plays the world, the players control what their characters do and say.”
But for Story Now play there must be a particular focus: a player who advocates for a Protagonist must be free and willing to address problematic human issues through the lens of that character. It’s that player’s job to show us who that character is under pressure.
So why is Character Advocacy so important? Can’t you, as Julian says, “advocate for the story?” It’s collaborative storytelling; surely we’re all mature and sophisticated enough to shed these archaic character-ownership notions and just make story together…right?
Well, Character Advocacy isn’t the only way to make story together, to be sure. But the reasons I find it so powerful are:
1) It’s dead simple. That may seem trivial, but actually having procedures that are intuitive and obvious is very helpful for creative flow. I don’t have to guess what I should be doing at any given point in the storyjam. I don’t have to address a nebulous concept like “what’s good for the story?” with all the attendant self-doubt and hesitation. I can just advocate for my character, with the person across the table providing adversity, and trust that from this a “good story” will emerge. Because we’re sure of our roles, we can each devote ourselves to performing them well and gracefully.
2) It maintains tension. Yes, I am perfectly capable of imagining a character and deciding what happens to her, good and bad. It might even make for a great story; writers of all media and genres do this every day. But the primary strength of roleplaying/storyjamming as an artform, is collaborative story creation. And that means we have a powerful tool for maintaining tension around our circle, by surrendering some control over our characters’ fates to another player. “There once was a girl, and she was an orphan, but she was adopted by a king and queen, but a monster menaced the kingdom, but she defeated it, the end.” Spoken by one person, it may or not be a great story, but it’s not a conversation. There’s where “suspense” comes in–when we enter a back-and-forth of action and reaction, then we have a chance to enter into a realm of spine-tingling anticipation over what happens to the girl: what challenges she’ll face, how she’ll respond to them, and what it will cost her.
3) It fosters emotional investment. Character Advocacy requires you to care about a particular character in a unique way. Not to insist that they are always victorious or have a happy ending, not even to necessarily like them. But to care enough to advocate for their goals, to provide something for an adversary to push against. Enough to be unwilling to “throw” the match, to say “you know what? This guy’s a bastard, hell YEAH you cut his head off and violate the corpse.” Because the character is fictional, he needs a real person who’s going to represent him in the proceedings, to give him a fair shake, even at being a bastard and getting away with it. And because we all emotionally invest this way, we have a chance at being truly moved by the results.
So Character Advocacy isn’t the only widget in the Story Now toolbox, and various games will use it to varying degrees and in various ways. I sat in on an Open Circle Story, which doesn’t formally use the technique at all, and was quite pleased with the results. But Advocacy is a powerful technique for dynamic, emotionally invested group storytelling. I won’t be abandoning it anytime soon.
Peace,
-Joel



Last time I talked about the idea that
I’ve staked out some pretty lofty territory for the role of creating stories together in real time–”roleplaying,” in a word–that territory being no less than the reclamation our shared humanity through mythmaking.
I saw the Tim Burton film 9 last night with my wife. It was a movie that promised so much, yet failed to satisfy. In fact it was painful how breathless plotting, ponderous dialogue, and shameless clichés managed to rob a story that could have been heartbreakingly human. Instead it was a collection of fascinating ideas and themes that were ultimately lifeless.
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