Player 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

Becoming a Team

We humans get lonely. We crave intellectual exchanges like conversation and debate; as well as primal sensory experiences like passionate sex, warm embraces, or a gentle caress from someone who cares. We’re a social species. Sure, there are outliers, but hermits are a small fraction of humanity. People need each other to function and strive towards higher goals. So why is getting a group of RPG characters to work together the hardest part of a campaign?

Let’s set the scene: the four players’ characters are in a tavern. They’ve never worked together, maybe never even seen one another. Suddenly, a messenger steps in; bleeding to death. He warns of a grave threat nearby and then collapses. Maybe one or two characters sally forth to fight, but the others are a bit too self-interested to risk their lives. The GM prods them to go. They do for the sake of the story, but it’s totally out of character. Immediately, the most important relationships in the game are poorly constructed. Every subsequent interaction is flawed by this foundation. Your players won’t really notice what’s wrong either, since they’ll be fulfilling the social interaction on a personal level but not their characters’ level.

How do we fix this? The way I see it, there are two solutions: force the players to band together under duress or establish the party’s backstory.  The former is easier for new players, but the latter lends more storytelling depth.

Situations requiring the players to work together aren’t hard to come up with. Any violent scenario with immediate threats has the players’ characters acting in concert to pacify the aggressors. Bear in mind, they need to stay together once safety is returned. In a recent playtest, I had the players escaping from a prison. The entire first session centered on this goal and they had no reason to abandon each other before leaving the grounds (strength in numbers after all). In doing so, the characters learned about each other, their strengths and weaknesses, how they complimented each other, and what quirks made them endearing as people. They organically developed friendships from fleeing the facility. Abandoning each other at the next town didn’t make sense: they’re the only people they can trust.

The goal is to have characters stick together for the duration of the campaign. Having that bond established as part of character creation gives players reasons to act with each other that would not easily happen otherwise. Have players discuss how they know each other and why they are working together. If someone is a mentor, they act with pride or shame when their counterpart succeeds or fails. The mentee is forced to try and prove their worth when it might not otherwise be advisable. Having characters indebted to each other gives opportunities to pay off life debts or call in favors. These previous connections don’t have to be fancy. Having characters who stick together because of stuff like old school loyalties lets players make callbacks to previous events outside of the campaign, adding depth and fun storytelling moments.

The goal of role playing is to live vicariously in a fictional world through a different personality lens. Taking the existing social structure of the room’s people and transposing it into the game world does the experience a disservice. Make them like each other all over again. Approach friendships from a different angle or completely ignore your real life bonds. Don’t always save Slim because he’s your boyfriend; save him because he is kindest soul your character has met in this dark world.

--Alex

Party Dynamics

Catalyst’s manual features six sample characters that players can read about and be inspired by. These were sponsored by Kickstarter backers eager to share their ideas. We ended up with an interesting mix: Bonesaw the pro-wrestler, Brad Swagger the action movie star, Chad the illusionist frat bro, Gianna the assassin pizza cook, Rhys the survivalist demon hunter, and Tucker the naïve college student. All six have portraits, biographies, and filled-in character sheets in the game manual to help new players get a feeling for playing Catalyst. These characters all explore different skills, magics, and tactics for Catalyst characters. They would also make a curious party.

There is a lot to consider when making a character. You need to think about their strengths and weaknesses, their history and goals, their temperament and mannerisms, and all the little things making them a compelling “person” instead of a vehicle for rolling dice. Just as important as the character is their role in the group. Role playing games are social and having the right dynamics transforms a session from a game to an experience.

The first thing to focus on (and too often the only thing to be acknowledged) is ensuring the characters have complimentary skills. In the sample party, Bonesaw and Gianna are close-range melee fighters. Rhys and Tucker have firearms skill to add ranged support, and Chad and Swagger have spells to assist in either scenario. Some are charismatic, others intelligent, some just plain strong. Bonesaw is an excellent fighter, but would fail when discretion is required. Gianna and Chad’s stealth skill and illusion magic compensate for their ally’s shortcomings. A party will always have some holes, but figuring out the worst deficiencies and adding characters to compensate is a good start.

Having a cohesive party is not only about mechanics, but personalities as well. Part of this derives from the characters’ attributes: who is smart or charming is mostly determined by stats. Another part is purely story. Why would the hyper-competent Rhys work with the unjustifiably arrogant Brad Swagger? Perhaps Rhys is the only person Brad admits his shortcomings to and is seeking actual training. Or maybe Brad coincidentally saved Rhys’s life and the hero owes the fraud a favor. Not answering such lingering questions leaves a party feeling incomplete at best and damaging to the story at worst.

Finally, it is important to consider the characters in terms of their egos and archetypes.  Bonesaw is a larger-than-life figure while Tucker is someone you feel like you would encounter both in reality and in the apocalypse. Either could be played straight or comically. The delivery of the characters is important to consider when designing a party. Having everyone role play as a joke character may be humorous at first, but prove detrimental when trying to advance the plot. Likewise, a group of straight-laced, hyper-serious characters may be dull to play and encourage little drama or adversity. In comedy, the goofy character needs the straightman to be funny. The same applies to role playing: Chad’s bro-antics are less interesting if no one is exasperated by them.

When players create characters with complimentary abilities, personalities, and deliveries, an RPG story flows smoothly. You see players talking to each other and working together, instead of stepping on one another’s toes. The Catalyst sample characters were born from different personalities, desires, and gameplay styles. In a real game, they would go swimmingly together.

--Alex