GM Advice

Improv 101

I recently took an improv class from Comedy Sportz Seattle. If you have never seen an improv show before, go do that. The basic premise is one or more people make up a scene on the spot with little to no scripting, possibly fueled by audience suggestions. Given the clear similarity to role playing, I figured the lessons learned from the class would help my demo presentations of Catalyst. It was an amazing experience and I encourage everyone to break out of their comfort zone and try it (both improv and role playing). These classes also reinforced many elements of fun, successful RPG sessions in such a concise way, I’d be foolish not to talk about them.

There’s a basic improv principle known as “yes and”. It’s the idea of agreeing and expanding. Let’s take an example scene from a Catalyst game: a character bursts into a bar begging people to help save the farms from a demon raid. The players could say no. That would effectively end the story. Or they could say yes, continuing the plot line. Even better, the players could agree to help and rally the other survivors, or demand payment, or bring supplies to construct traps, or anything else that embellishes the scene. Adding details makes play more interesting. The more “yes ands” a group does while proceeding, the more unique an experience they have.

This concept can be taken a step further with player/game-master relations. Too often, a game master has a specific scene or solution in mind. When players deviate from this, the game master’s instinct is to deny any alternatives. An as example, say the players need to assassinate a cult leader in their headquarters. The game master may have only planned for a frontal assault, but there are clearly other options. A clever player may want to disguise themselves, so they wait out front to see what the dress code appears to be. Rather than saying no one ever exits the church, a game master should send someone out. When that player looks for clothes to disguise themselves, rather than saying no clothing remains in the city, the game master should give them something. When that player enters the building, they should roll persuasion or charisma checks and try to blend in, rather than immediately being discovered. Let the world “yes and” your players.

Another improv concept is quick development of character relations. The best first lines establish a who, what, and where, like “Captain, get down!” The audience wants to care about the relationships between people. Two strangers interacting is an uninteresting scene. Nothing compels them to remain together, so whenever there is conflict, there is no incentive for the characters to remain on stage. Players in an RPG also need real relationships to justify the insane situations in which they fight side-by-side. “Yes and” the backstory too. Johnny Danger saved Laura from a rabid hellhound. Yes, and he knew she was there because she called out his pre-apocalypse name. Yes, and he was so touched someone remembered him from his awkward high school days he lessens his selfish, egotistical attitude around her. A few sentences of agreeing make way better characters than essays scrawled on the back of character sheets.

Our improv teacher liked to use the term “wackedy-schmackedy” for the non-sequiturs or goofy behavior people try to inject in scenes. It may get a laugh at the moment, but halts or cheapens the scene. Worse, it shuts down whatever a scene partner may have planned. Consider an RPG character with an annoying gimmick, like an invisible friend.  There is a way a player could pull that off, but that’s probably not going to happen. Instead, every scene will be slowed down by a nonsensical, one-sided conversation. It is not interesting character development; you will likely never stop or change things because of commitment to the gag. Instead, let the humor and levity come from honest reactions.

I will use my typical example of Bonesaw, partially because he is a sample character in Catalyst. Bonesaw is a pro-wrestler with enough head trauma to blur reality. It was never clear whether he believed the demons were part of a kayfabe show gimmick or that he thought the wrestling world was real. Now, this character could clearly go off the rails and just be silly, but he did not. He did not fight exclusively using wrestling moves or try to pin demons for a three-count. He did not waste time finding a working stereo to play his entrance theme or try to wrap ropes around the battlefield. Instead, he reacted how that character would in reality, though perhaps slightly exaggerated.  Bonesaw justified killing a surrendering man by saying he “disrespected the honor of the ring”. He sang showtunes in the car because “that’s what you do while on tour”. He suggested a cage match to solve a dispute. And there were moments where this character reacted appropriately but not strictly within the gimmick. After his ally found a demon radio, Bonesaw ripped it from their hands and smashed it because he didn’t trust the demon technology. Gut reactions always trump wacky or random humor.

Often in improv scenes, you have to justify actions done by you or others. There’s a Comedy Sportz game called “Foreign Movie” in which players are on stage pantomiming and speaking in gibberish while other players provide the “translations”. The game works by justifying the actions, vocal intonations, repeated sounds, and spoken lines. In role playing games, players and game masters need to justify dice rolls. In Catalyst, dice are rolled when there needs to be random chance. Always succeeding is uninteresting; failure often leads to greater storytelling. However, a bad trait of game masters is to justify a failed player check with lack of skill. That quickly gets disheartening and frequently goes against the established nature of a character. Which is better: “you failed the perception check because you’re hard of hearing” or “you failed the perception check because there is a fierce wind.” Twists add to the narrative while avoiding shaming a player. “You failed the hacking check because you’ve never encountered such elaborate security.” “You dive over the fence but lose your balance on some gravel.” “While sneaking past the guards, some dust tickles your nose and you feel a sneeze approaching.” All these add to the world and even present more opportunities for players to creatively fix their mistakes.

There are clear parallels between these different types of made up stories. The major difference is improv scenes are short, while campaigns and the characters within are long. There will inevitably be conflict in a role playing game. Do not force it by shutting down ideas and being contradictory. Be amendable and agreeable about the small stuff, so the intrigue and focus lands on the important scenes.

--Alex

Battlefields

Say you're a character in an RPG group. If you are the group’s brawler, your moments of triumph will clearly happen in combat. You have designed the character to enhance the experience of a fight into an epic battle. This person will save the world through strength and skill; they are able to slay legions of foes and go toe-to-toe with the most monstrous fiends. It is an all-too-common tragedy to see these characters forced into dull fights by a GM unwilling to spice up a battlefield.

Of course, that’s a tall order for a game master. Making enemies is an art requiring a deep understanding of the game mechanics. Even if the system has premade monsters and level recommendations, the specifics of your party can make drastic differences: an opponent which would slaughter a platemail-clad warrior could fall effortlessly to a sorcerer with the right spells. What you can do as a novice GM, is follow some general guidelines to ensure a better overall experience.

The two mantras I maintain when planning a fight are “players should be able to lose” and “players always do better than you think”. Design the encounter to push their limits. Try to kill them every time, though spread out the damage across the whole team to keep everyone up and participating. Knocking someone out makes tactical sense, but is really boring to the player on the sidelines. By having more powerful adversaries, you can pull your punches and make less than ideal choices while still challenging and intimidating players.

Along with having strong enough foes to put up resistance, making the enemies diverse and numerous lends a natural challenge to the fight. Experiment with your limits as a GM and the system to see how many NPCs you can handle: a barrage of arrows from all angles is a thrilling introduction for a combat encounter. Having multiple targets also prevents stuns or incapacitating abilities from being too powerful; you want skills your players chose to affect battle, but not result in instant victory. The same goes for providing different opponent archetypes simultaneously; let a player feel overjoyed about perfectly countering an enemy while being afraid of his weakness about to disable them at any moment.

A battle is not just the combatants; it is the field as well. Do not put players in an empty rectangular room. Give them cover and obstacles. Go three-dimensional. Make things to interact with like cars, drawbridges, explosives, spike pits, or whatever works for the setting. Add one-off special mechanics to make a scene really special. One of our Catalyst demo sessions involves the players’ boat chasing alongside a horrible, demon-carrying warbeast. Every couple of turns, the drivers of each transport must make a driving check to stay in control. The first batch of players won by having a character magically jump from the boat onto the beast, fling the driver off to his death, pump the beast full of buckshot, and (gracelessly) hop back into the boat as the creature slumped to the ground in defeat.

Defeating your foes in glorious battle in supposed to be an unrivaled feeling. Let your players experience that. Provide worthy foes in magnificent arenas. Make your warriors earn the respect of those they fight to save. Or kill them in the process; maybe they needed to learn a lesson about overconfidence…

--Alex

Pacing

We’ve been running demos around Cascadia to promote Catalyst. People of all skill and interest levels regarding RPGs have been approaching our tables and trying out the game. We not only have to sell them on our game, but on the hobby as a whole. Part of the pitch includes the standard pros of role playing: socialness, creativity, problem solving, and all the other avenues of human existence untouched by a night of drinking in a bar. Words only go so far though. In these brief interactions, we must show the joy to be had in role playing. The crux of this relies on the GM’s ability to pique and maintain interest. The action in the story and in the room must keep up a brisk pace.

The nature of these demos is, admittedly, different from a typical campaign. Players are choosing from premade characters, instead of having the option to create their own. There’s also no grand arc the players explore over a few sessions. Rather, they start in a hub-like point offering choices for quickly resolved action sequences. This way, we can highlight the localized setting (whatever city we happen to be in) and show off the card-based combat mechanics. Players are still free to come up with free-form solutions to the scenarios, like crashing a bus through a wall instead of entering one of the given doors. Ultimately though, they fight the fights we’ve planned.

Because the demos forced me to switch away from the longer, more epic quests, my GMing style has been forced to adapt. I’ve learned lessons to apply back to the typical fare. The ultimate takeaway is to always keep moving forward. It seems obvious, but slowing down over minutiae is a trap I fall into as a GM frequently. Avoid asking “do you…?” if you already know the answer. If players need to drive across town, just say they’ve driven across town; don’t confirm that’s what they want to do. If players want to deviate, let them, but put the onus to do so upon them. They’ll tell you if they’d rather stay in the car than exit with their comrades. Of course, if there’s actual choice to be made, let the players tell you their actions. Don’t warp past tense decisions or planning: our demo fights always let the players try to snoop around the enemy positions before actively engaging.

Combat needs to be quick as well. Have your enemies already designed, even if you think you’re fully capable of guessing necessary stats on the spot. Focus the fight on interesting choices. Keep players under pressure. Favor actions that harm players over preserving enemies. If a fight is clearly going to be won by the players, have their foes surrender or just wrap up the fight for them with a bit of narration. No one wants to drag out a battle after the key opponents are dead to kill random thug #9. If you don’t know a rule when it comes up, make something up and look for the manual’s actual line later. Players will have more fun progressing than if you correctly determine whether a spell goes against intelligence or willpower.

It’s a rather system-dependent thing to advise a GM on how to speed up play. The above tips should apply everywhere, but your game and group will necessitate other tricks to keep the excitement going. However, GMs should take the idea of fast pacing at both a minute-to-minute level and a campaign-wide scope. There need to be natural shifts in tension and resolution, but nothing should ever feel like filler. Have purpose with your narration and your player interactions. No great hero ever sat around thinking if they should leave the car door open or not.

--Alex