Posts Tagged ‘storytelling

31
Jan
12

First

Atlas Games posted a list of 31 “Reverb Gamers 2012” prompts for blogging. The idea is that for the month of January, roleplaying bloggers will take a prompt each day and write a short post. Me being me, the impetus to blog daily has proved elusive. But the first prompt really stirred some thoughts, so I’d like to tackle it, however  belatedly:

What was your first roleplaying experience? How did that introduction shape the gamer you’ve become?

When I was about 11 years old, I attended a small Christian school. I mean, like, small small: 9-12 students, across all grades. Though my dad was a pastor, it operated out of a different church in the area. It was little more than a home school co-op, run entirely by parents on a volunteer basis. It was a very close-knit community, but it also provided scant opportunities for varied social activity.

Continue reading ‘First’

17
Aug
11

Guest Post: Taking Stories Back

Last week at the Portland Zine Symposium, my friend Mike Sugarbaker showed up at my table with a tiny pamphlet he’d just made, called “Taking Stories Back: A Mini-Festo.” He put them out on the table as a freebie, and folks grabbed them up as fast as he could staple them! It was incredibly inspiring, and I knew we had something special on our hands. So I asked Mike to do a guest post on the blog based on the original pamphlet. Here it is, adapted and condensed down to the essentials:

Serial fiction is important. Characters are important, and other worlds are important. There’s something magical about visiting another place, a place that might or might not even be possible, time and time again, and seeing how the people who live there are doing.

We knew this generations ago, when we gathered around fires to listen to the storyteller. Now, the fact that there even was a storyteller suggests that different people do get different amounts of skill at telling stories. But that’s not the only reason we gave up responsibility for telling stories to somebody else. We like to be surprised by our stories; we like to feel like they come from someplace else; we like to get them passively instead of working hard at them; and we like to have our senses dazzled. All that is understandable.

Continue reading ‘Guest Post: Taking Stories Back’

11
Aug
11

Of Community and Crucibles

I tabled at the Portland Zine Symposium last weekend with The Dreaming Crucible. It was the culmination of a year-long anticipation, since I first published the Crucible just one week AFTER the previous year’s Symposium. Sunday from 11 to 4, I sat at a little wooden table, a massive cloud of origami cranes fluttering in my hair, and introduced folks to my little storytelling game. It was fun and eye-opening! Initially I felt a lot of commercial anxiety, as I always do when I table with product—they’re not buying! Man, why aren’t they buying? I hope that person comes back like they said they would; they seemed really interested! Jeez, I’m going to be here for hours and only sell one copy; that works out to two dollars an hour and I might as well just quit self-publishing and work at McDonalds!!!

Continue reading ‘Of Community and Crucibles’

19
Apr
11

A Piece of Myself

I played two games of The Dreaming Crucible with some old friends and new at Vancouver, WA’s Gamestorm convention last month. I had fun in both, but the second game did something the first one didn’t: it moved me to tears.

The Dreaming Crucible is designed to enable the kind of raw, vulnerable stories that provoke strong, even cathartic reactions in the participants, but I’ve rarely seen this potential fully realized. Usually, the story produced is imaginative, engaging, and satisfying, but the emotional impact is fairly light. Once or twice a game has educed a quiver of emotion from me. But more often the better games I’ve played feel right, like all the basic elements I envisioned for the game are present and operating properly, but the result is merely…diverting.

The Sunday game at Gamestorm was different. I could tell from the start that something special was going on; I began as I usually do by explaining the I Will Not Abandon You mode of playing the game, which is generally greeted with nods and shrugs, as if to say, “oh, that’s nice.” But this time my fellow players Drew and Lisa responded with satisfied mmms and a gleam in the eye. I could tell they were switched ON, and ready to truly, enthusiastically play with vulnerability. And when we played, something wonderful happened.

Continue reading ‘A Piece of Myself’

12
Dec
10

The Dreaming Crucible: Principles of Play

My storytelling game The Dreaming Crucible is published under a Creative Commons Attribution Share-Alike license, which means that while I do sell it as a handmade book, you’re free to make any use you like of the game’s text, commercial or otherwise, so long as you credit me and allow others to use your work under the same conditions.

That being the case, it’s high time I started releasing the Crucible’s text on the internet. Before too long the whole game will be available in wiki form; in the meantime I’m going to showcase the more significant portions in a series of blog posts. I’ll start with the Principles of Play, which are a set of guiding precepts that function as a baseline approach to playing the game, on which particular rules and specific narrative and collaborative techniques can be built.

Have a look: Continue reading ‘The Dreaming Crucible: Principles of Play’

06
Dec
10

A Shocking Tale

I recently played a game of Shock: Social Science Fiction by Joshua A.C. Newman, with my wife and a couple of friends. It lasted something like 4-6 sessions, was fun and rewarding for us, and produced a satisfying story. Not only was it a work of art to be proud of, but it retained tension and life for us as players the whole time we were playing. Looking back, I can see several solid reasons why.

In Shock: you pick a future shock, some fantastic sci-fi development that irrevocably changes the world, then brainstorm relevant social issues that the Shock would exacerbate. You then each play a Protagonist in this alternate world who wrestles with one of the Issues. In our game the Issues were War, Class, Man vs. Wild (actually more like Civilization vs. Primitivism), and Living in Denial. The Shock was dependence on fossil fuels being replaced by dependence on alien technology in the control of a scientist elite.  Utopian city-domes rise up across North America, while outsiders in the wasteland are left to their own devices, and exterminated when they cause trouble. After we concluded our final session, I reflected on play and noticed that several key aspects of the rules and procedures kept play fresh, engaging and satisfying. I’m going to break down the lessons I learned as I describe the path of our story.

Continue reading ‘A Shocking Tale’

27
Aug
10

The Sheathed Sword, Storytelling style!

I gave a talk at my church, The Bridge of Portland, OR, on August 15. It was based on my post here, The Sheathed Sword, but expanded and elaborated into a dramatic storytelling extravaganza! It was quite fun and rewarding.

Continue reading ‘The Sheathed Sword, Storytelling style!’

16
Jul
10

Reading the signs, Part 1: Montsegur

At Go Play Northwest I played Frederick J. Jensen’s Montsegur 1244, facilitated by John Aegard. The game is about a French castle that has taken in a band of heretical Cathar refugees and is besieged by the Inquisistion, with the bitter end predetermined but each character’s physical and spiritual fate still very much at stake.

It was an intense, personal game experience, with rich storytelling and painful human tragedy. It affected me deeply in many ways, but I didn’t at first realize that it was trying to tell me something important about my own life.

You see, in the game I played the landless knight Pierre Roger, captain of the defense of Montsegur. He’s married to Philippa, eldest daughter to the Lord of Montsegur, but also dallies with Arsende the Harlot (all this is part of the pregenerated situation of the game, not created by players, but it’s up to the players to interpret and flesh out). And there was a theme that kept emerging, partly from my portrayal of Pierre (he was ruthless and decisive in martial matters, but bewildered and hesitant in family affairs), and partly fellow player Susan’s portrayal of Philippa (she spent a lot of time arguing with her parents and sister, and barely addressed her husband), and partly the way scenes were framed (many crucial scenes for Philippa were framed with Pierre absent, or else his presence a mere afterthought). The result was, Philippa was in crisis but estranged from Pierre; he felt for her but knew not what to say or do on her behalf, and she in turn shut him out of all major decision-making in her life. Continue reading ‘Reading the signs, Part 1: Montsegur’

08
Jun
10

They buy why you do it

Simon Sinek gave a fascinating TED talk in September 2009 called “How Great Leaders Inspire Action.” I wasn’t drawn to it for principles of “leadership” in the typical sense, but Sinek said some wonderful and thought-provoking things about purpose and vision, which really moves me in light of my recent drive to grab hold of my dreams.

Sinek’s repeated refrain is, “People don’t buy what you do, they buy why you do it.” If you simply talk about what you do in rational terms, it might be useful to people, but still fail to draw them in. But if you lay bare your purpose, the reason you make your product, offer your service, you’ll connect with people who are attracted to that purpose. Sinek says, “The goal is not to do business with everybody who needs what you have. The goal is to do business with the people who believe what you believe.”

People don’t buy what you do, they buy why you do it. Continue reading ‘They buy why you do it’

16
Apr
10

The Relevant Dickweed

One of the issues that’s puzzled me longest in roleplaying is how to provide socially functional opposition in a game. When is fictional murder, thievery, trickery, or hostility all good fun, and when is it “griefing” or bullying in real life? In other kinds of games this line is a lot clearer; players may argue over a foul in basketball but everyone has a clear expectation that yes, it’s your job to put the ball in the hoop and it’s my job to block your shot.

But in roleplaying games we’re telling stories. Some RPGs may have very clear opposing roles, like “It’s my job to try and kill you, and it’s your job to try and survive.” But where the storytelling goals are more subtle, things can get hazy.

Ron Edwards, co-founder of the Forge and author of cool games including Sorcerer and Trollbabe, was recently interviewed by Kevin Weiser for the Walking Eye podcast. At about the 30-minute mark of Part 2 (the interview is QUITE extensive, but worth it if you’ve got the stamina), he remarked, “There’s nothing wrong with playing the guy that I like to call the ‘dickweed character’, who’s causing trouble for the other characters all the way through. The best dickweed character in all of fantasy literature is Gollum. But the point is, is that that character is providing RELEVANT adversity.” Continue reading ‘The Relevant Dickweed’




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