Roleplaying Games Are Improv Games

Hmm, OK. The second problem (not liking the loss of agency in that moment) is a systemic one. You can fix that by changing the move. Not a big problem.

The first problem is the bigger issue, I think. There's nothing wrong with changing an outcome if everyone decides in that moment that the system isn't doing what they want. If this is happening frequently, then either the game isn't for you, or people have a problem with accepting limitations on their agency. I don't think you can roleplay if people aren't willing to respect limitations on their agency and unwelcome outcomes.

I think you're conflating whats being pointed out with just not liking consequences. Consequences are fine and to be expected. Having my character's actions dictated by anyone or anything other than me isn't, however. This isn't about not wanting my character to go through hardship or whatever, its about Me being the one who pulls the trigger, period.

This is what the essay gets into about informed consent. The way these games are structured makes it difficult to reach that point, and while unintentional, it constitutes an unnecessary barrier to accessibility that gets exacerbated by preferences. The idea that people have "DND brain" and have to be deprogrammed to play these games is a construct born of how these games are structured, not something that actually exists separate from them.

While I really don't care to get into a long debate about it, this issue goes to the heart of the philosophical goals of these games in trying to explore specific thematic premises as they relate to the human experience, and the argument within that philosophy that players wouldn't actually do these things if they aren't forced to. I think its a very cynical and pretentious argument, and I can't say its surprising when 99% of the games that sprung forth from this philosophy rubbed me the wrong way.
 

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Umbran

Mod Squad
Staff member
Supporter
(Aka, I didn't say that in the first place)

I mean, I quoted you: "...if the game allows an open ended possibility space, its fundamentally incorporating improv".

Which invites the question: What if the space of possibilities is not open-ended? Or is only open-ended in some senses, but not in others?

You continue your argument seeming to ignore such questions, apparently taking that improv is necessary in all cases from that statement, as if the improv comes from the open-endedness.

The term "improv", is a modern shortening for "improvisational theater", as you note. But, improv did not come from Spolin. Improv was around for centuries before her. The seminal historical example in Western theater is probably commedia dell'arte, from the 16th to 18th centuries.. In commedia, the characters were shared concepts all across Europe (masks were used for many characters, so the audience would be able to day, "Oh, that's Arlecchino. I know who he is!") and the individual scenario plot was generally taken from a set of known templates, also widely shared across Europe. The possibility space is extremely limited - the players know a set of individual set points, and the end state before play begins, and all improvisation needs to be consistent with the beats of the scenario.

TL;DR - One can improv, and role-play, within a very restricted space. One needs some freedom, but not a lot. Improv can certainly make use of open-endedness, but doesn't require it.

But a choose-your-own-adventure is not really a RPG, is it? It's a device for generating a story via an algorithmic method. But the fiction is never part of the resolution.

I'd say it is. It is just one with very simple mechanics.

I have a character. I get to make choices. Sure, those choices are limited - only two or three options per page. But I get to make them, on whatever basis I deem fit, and the final state I reach is dependent on those choices. If I have decided that my Fighter will choose certain options because "that's the kind of guy he is", I am playing that role.
 

gorice

Hero
I think you're conflating whats being pointed out with just not liking consequences. Consequences are fine and to be expected. Having my character's actions dictated by anyone or anything other than me isn't, however. This isn't about not wanting my character to go through hardship or whatever, its about Me being the one who pulls the trigger, period.
OK, now I get it.

This is what the essay gets into about informed consent. The way these games are structured makes it difficult to reach that point, and while unintentional, it constitutes an unnecessary barrier to accessibility that gets exacerbated by preferences. The idea that people have "DND brain" and have to be deprogrammed to play these games is a construct born of how these games are structured, not something that actually exists separate from them.
I'm not sure that I follow this.

If you look at D&D, the way things are supposed to go is: player says what their character does -> DM calls for a roll -> DM narrates what happens.

In AW, it's something like: player says what their character does -> someone (probably the MC) calls for a roll -> (outcome possibly requires someone to make a choice) -> MC narrates what happens.

It's not profoundly different. I don't even think edge case like the 'go aggro' move are much different, given that players' agency over D&D characters can be limited by effects like charm and fear. Or simply rolling a miss.

While I really don't care to get into a long debate about it, this issue goes to the heart of the philosophical goals of these games in trying to explore specific thematic premises as they relate to the human experience, and the argument within that philosophy that players wouldn't actually do these things if they aren't forced to. I think its a very cynical and pretentious argument, and I can't say its surprising when 99% of the games that sprung forth from this philosophy rubbed me the wrong way.
I don't really understand the philosophy expounded here, or where it comes from.
 

That’s fair, but I’m having trouble reconciling this with your later take on FKR. You seem to conclude that you need more structure than just relying on you and your group’s experience with and knowledge of the game’s subject. Is what you seek a middle ground between a game that is laser-focused (e.g., AW on the characters’ relationships in a post-apocalyptic world) versus one that is less so (an FKR game set in the Mad Max setting with no specific idea what the characters are about)?

I think a concise way to put it, if vague, is that the ideal I see is a game that utilizes its two halves to their best potential, whilst interwining them in a way that elevates them both.

I think it was actually only natural that throughout my design work and research I ended up gravitating towards a mechanical blend of improv and systemic world design, because these two really complement each other very well as they're rooted in the same dynamics. Relatively minimal components with high interactivity leading to unpredictable gameplay.

Blending these two together, and finding ways to have them interact with each other is the key to reaching the ideal, and ideally speaking what would result is a game that is as wide as it is deep, but its also super accessible, because that emergence is honed to avoid having to hard define too many baseline gameplay elements.

I don't think I'm quite there yet, but I'd definitely say many aspects are getting there. My Magic system as an example is essentially 15 Spells and a couple Rules, and through them you can do not just anything you could have done in DND, DCC, or even Ars, but also virtually anything you can think of, and the game is structured in and out of combat such that it embraces anything you come up with in a way that maintains its own depth.

Its an improvisational depth that goes toe to toe with systemic depth, but in a way that lifts the floor for them both, as they empower Players who interact with them from either side to embrace both sides simultaneously. Metagaming is Roleplaying is Metagaming is Roleplaying.

How would you describe it in relation to other kinds of gaming (not just FKR)? I have assumed that, e.g., experience playing D&D (even in a highly theatrical game) doesn’t exactly transfer over to pure improv.

Surprisingly, it wasn't all that stark of a difference going into it for the first time. I think the most critical difference I saw was the willingness of all the newcomers to power through issues and mistakes in a way I seldom see with folks trying out RPGs, even if they're coming from being fans of Critical Role or Dimension 20.

I would probably attribute that to something intrinsic to people who'd be willing to go do improv in public.

Your Events system remind me of Kickers (from Sorcerer) in that if a player wants play to be about something important to them, they can use an event to do that, and the other people are expected to build on and contribute to it.

Exactly right. Event writing thus far has been an exercise in mirroring the same ways the Keeper had in terms of generating Complications, Encounters, and Boons (CEB), where different themes are baked into each permutation.

The They Are Coming Event is obviously correlating to a Combat-type CEB, whereas we also have "Roleplay" and "Lore" CEBs, which the GM uses, in part, to prompt exploration of these internal and external motivations. In the scheme of things, the game will have a default listing of Events to use, but I think the expectation will be to tailor new lists to where the party goes off to adventure in, and the same CEB generator I'm constructing for them can be used for that, alongside some general guidelines for how to phrase an Event.

I mean, I quoted you: "...if the game allows an open ended possibility space, its fundamentally incorporating improv".

Not to get snippy, but you do see the word "If" in that sentence no? I don't see how or why you're doubling down on this when I already clarified what you're asserting isn't what I was saying.

Which invites the question: What if the space of possibilities is not open-ended? Or is only open-ended in some senses, but not in others?

I think these questions are non-sequiturs stemming from whatever miscommunication is going on here that has you refusing to accept what I tell you I'm not saying. The miscommunication may be on me, and thats fine, but doubling down when I've literally told you I'm not saying that is kind of absurd.

The term "improv", is a modern shortening for "improvisational theater", as you note. But, improv did not come from Spolin. Improv was around for centuries before her. The seminal historical example in Western theater is probably commedia dell'arte, from the 16th to 18th centuries.. In commedia, the characters were shared concepts all across Europe (masks were used for many characters, so the audience would be able to day, "Oh, that's Arlecchino. I know who he is!") and the individual scenario plot was generally taken from a set of known templates, also widely shared across Europe. The possibility space is extremely limited - the players know a set of individual set points, and the end state before play begins, and all improvisation needs to be consistent with the beats of the scenario.

I would refer you to the section on Narrative Improv, which is all you're describing here. You're also overstating the limits of the possibility space even in this niche example, by taking the idea of "open-ended" too literally; its as though you're reading that and thinking "infinite" when that's not right.

I have a character. I get to make choices. Sure, those choices are limited - only two or three options per page.

You're conflating two different things. I'm talking about the choices you make that aren't laid out on a character sheet or in the rulebook, and which, outside of the highly structured Module or Adventure Path (but even then, see Narrative Improv), aren't possible to define beforehand.

In a way it seems you don't actually believe in the idea of improvisation at all, given the lengths to which you went to try and discredit Spolin for some reason. Viola Spolin is specifically recognized as popularizing the idea of modern improvisational theater and codifying popular approaches to participating in it.

At least there I can understand where the miscommunication came from on that one, seeing as you took what I said and took it far too literally. Saying that improv in general has its roots in Spolin's work isn't me saying she invented improv, its me being unspecific because I generally trust that people can understand the point of what I'm saying. I was still clearly elaborating on where our modern perception of what Improv is comes from; that isn't in commedia, its in Spolin's work in the American theater scene 100 years ago.
 

Here my big picture take on the subject for what it’s worth.

The idea that rpg’s are at their core improv games shouldn't be seen as a revelation. The players don’t have a script, the gm at best has a sort of outline for how the game is going to go, they each add to the game and twist its course in new and interesting directions. There’s no real win conditions, the game can continue or end whenever you decide to or when you run out of time.
There’s tons of making it up as you go and varying degrees of structure built around it.

I recently came across a blogpost Here, that gets into what that structure is all about. It’s talking in terms of setting up a Dungeon World game but I think you can see how it extrapolates to bigger things like what game mechanics are for or even our shared idea of what the game is about and what our characters are doing. This quote is the heart of it to me.

Creativity, especially improvised creativity, benefits from hard edges to crystallize on.

If you're making caramel from scratch, you need to make sure that the pan you're cooking it in is extremely clean. Any impurity provides an "edge" for the heated sugar to glom onto, and then it crystallizes from there, the crystalline lattice building on itself and getting bigger and bigger, and now you've got a big chunk of burnt sugar instead of a soft, creamy, delicious caramel.

This is, like, the opposite of that. You want creativity to crystallize and start to grow and grow and grow on itself. And in order for that to happen, you need hard edges for the creativity to latch onto. Without those hard edges, the creativity is likely to be soft, amorphous... creamy. Not what you're after.

So things like rules can be that creative edge, a GM’s prep is the same thing.

Different people find different edges more or less useful and/or restrictive. Some people’s input or the rules in use can become hard and inflexible which isn’t great to work with. Others need those edges to build on.
 

I'm not sure that I follow this.

If you look at D&D, the way things are supposed to go is: player says what their character does -> DM calls for a roll -> DM narrates what happens.

In AW, it's something like: player says what their character does -> someone (probably the MC) calls for a roll -> (outcome possibly requires someone to make a choice) -> MC narrates what happens.

It's not profoundly different. I don't even think edge case like the 'go aggro' move are much different, given that players' agency over D&D characters can be limited by effects like charm and fear. Or simply rolling a miss.

Aesthetically, Id peg the issue on what Moves are called and themed as and how that relates to the outcomes they generate. To my understanding thats always been a contentious issue within the PBTA communities, with many games being made or broken on how they do them, but naturally I think the issue exists in the progenitor as well.

To illustrate how that could be done differently, I'd point to the example I gave of my own game.

But, to use some already commercially available games, the two games I actually liked out of this sphere were Ironsworn (and the rest of Shawns games, to be clear), and Fellowship. A lot of the appeal for me of these two was of course that what they were about was essentially highly appealing to me, and that helped to get into them.

As well, both of the games have toys in them, in that I can play without having to do a narrative. Ironsworn et al was designed to be sandboxy, and the way Fellowship is set up just lends itself so well to it as well. And I really appreciated how Fellowship made a toy out of worldbuilding; if I was ever going to decide to make my games setting generic, I'd follow in its footsteps.

Nowadays, I can get into any given PBTA game regardless of my feelings about how they were designed, because I'm better positioned to consent to how they work. But what made these two games work for me when I just hated everything else I tried was that at no poing do they restrict your agency or otherwise dictate your actions.

You have consequences, lots and lots of them, but what you ultimately do is up to you, and how the mechanical systems that reinforce this are themed prevents any notion that I'm not in control, or at the very least, that I can't take control with further actions.

I don't really understand the philosophy expounded here, or where it comes from.

That would be from Baker, and to a lesser extent Ron Edwards before him. Thats where the whole idea of treating your characters like a stolen car comes from; you're not supposed to care that your agency is being limited because the game doesn't trust you to be willing to engage in an uncomfortable situation of your own accord.
 

gorice

Hero
Aesthetically, Id peg the issue on what Moves are called and themed as and how that relates to the outcomes they generate. To my understanding thats always been a contentious issue within the PBTA communities, with many games being made or broken on how they do them, but naturally I think the issue exists in the progenitor as well.

To illustrate how that could be done differently, I'd point to the example I gave of my own game.

But, to use some already commercially available games, the two games I actually liked out of this sphere were Ironsworn (and the rest of Shawns games, to be clear), and Fellowship. A lot of the appeal for me of these two was of course that what they were about was essentially highly appealing to me, and that helped to get into them.

As well, both of the games have toys in them, in that I can play without having to do a narrative. Ironsworn et al was designed to be sandboxy, and the way Fellowship is set up just lends itself so well to it as well. And I really appreciated how Fellowship made a toy out of worldbuilding; if I was ever going to decide to make my games setting generic, I'd follow in its footsteps.

Nowadays, I can get into any given PBTA game regardless of my feelings about how they were designed, because I'm better positioned to consent to how they work. But what made these two games work for me when I just hated everything else I tried was that at no poing do they restrict your agency or otherwise dictate your actions.

You have consequences, lots and lots of them, but what you ultimately do is up to you, and how the mechanical systems that reinforce this are themed prevents any notion that I'm not in control, or at the very least, that I can't take control with further actions.
If a game doesn't work for you aesthetically, it doesn't work for you aesthetically. I'm still not really seeing fundamental differences in how agency works among these games, aside from small cases like go aggro (AW, as a rule, gives agency to the character who is the victim of whatever is happening).

Would you mind giving another example?

That would be from Baker, and to a lesser extent Ron Edwards before him. Thats where the whole idea of treating your characters like a stolen car comes from; you're not supposed to care that your agency is being limited because the game doesn't trust you to be willing to engage in an uncomfortable situation of your own accord.
This is contrary to everything I've read by either of these people.
 

kenada

Legend
Supporter
I think a concise way to put it, if vague, is that the ideal I see is a game that utilizes its two halves to their best potential, whilst interwining them in a way that elevates them both.
I like to look at RP and G as things that belong together. There is a type of game where these are modal: you’re either role-playing, or you’re engaging with mechanics; but I think RPGing is better when they work together. That’s something that has driven the design of the conflict resolution processes in my game. I want players to do what their characters would do, and when there is a conflict, we have a means to resolve it. It’s not: and here are the monsters; or here is the social combat. It’s you want a thing, and there are going to be consequences if you do it. Now we can resolve it while you continue to have your character do what they would do.

(Well, I do have a toggle for combat, which is equipping a weapon to invoke equip phase and start the initiative procedure, but we want a D&D-ish combat minigame. However, it shares a lot with the standard resolution processes even if it’s a bit more structured than other forms of conflict.)

The They Are Coming Event is obviously correlating to a Combat-type CEB, whereas we also have "Roleplay" and "Lore" CEBs, which the GM uses, in part, to prompt exploration of these internal and external motivations. In the scheme of things, the game will have a default listing of Events to use, but I think the expectation will be to tailor new lists to where the party goes off to adventure in, and the same CEB generator I'm constructing for them can be used for that, alongside some general guidelines for how to phrase an Event.
How tightly tied are they to those categories? Do players have flexibility in how they interpret them. For example, suppose we are looking for lodgings, and I get the event “They are coming...run!”. Can I then say: “We found an old inn out of the way where we stayed at the inn for the evening. I awoke in the morning to banging on the door and the naked corpse of the innkeeper’s daughter in the bed next to me.”
 

If a game doesn't work for you aesthetically, it doesn't work for you aesthetically. I'm still not really seeing fundamental differences in how agency works among these games, aside from small cases like go aggro (AW, as a rule, gives agency to the character who is the victim of whatever is happening).

Would you mind giving another example?


This is contrary to everything I've read by either of these people.

Like I said, I'm not interested in getting sucked into a debate over that. Doesn't end well.

I like to look at RP and G as things that belong together. There is a type of game where these are modal: you’re either role-playing, or you’re engaging with mechanics; but I think RPGing is better when they work together. That’s something that has driven the design of the conflict resolution processes in my game. I want players to do what their characters would do, and when there is a conflict, we have a means to resolve it. It’s not: and here are the monsters; or here is the social combat. It’s you want a thing, and there are going to be consequences if you do it. Now we can resolve it while you continue to have your character do what they would do.

It may seem like an out of left field tangent, but this does remind me a lot of the nature of musicals and how one can argue that action films are just musicals where the song and dance is replaced with bullets and martial arts.

Typically, even with impeccable quality in the choreography and effects, when an action film isn't seen as terribly engaging its usually because they're failing to employ techniques that complement these things, and integrate them well into the overall experience.

For example, in Endgame the fight between the two Captain Americas was actually well choreographed if you can find footage of it uncut.

But because it was so chopped up and unceremoniously dropped into the middle of a montage, it isn't near as engaging. Ironically, in the same film we see this done really well in the climax, from the Hulk Snap to Portals to Avengers Assemble and that charge, but then as soon as Spiderman comes in and hugs Tony Stark, the momentum of the action just fizzles out. The scenes are after are mostly still compelling, but they're no longer a cohesive continuum.

That modal play you speak of, and wanting to more or less eliminate it reminds me of all that. I'm sure it'd raise some eyebrows, but I'd personally identify what you're striving for as an immersive quality, which as it happens is a similiar effect we see in filmmaking.

That momentum in Endgame throughout that part of it is highly immersive and gripping, up until it isn't, and we can identify when and why that happens. In an RPG, the modal shift can be quite jarring, and while I think a little bit of it is useful, its often overdone.

How tightly tied are they to those categories? Do players have flexibility in how they interpret them. For example, suppose we are looking for lodgings, and I get the event “They are coming...run!”. Can I then say: “We found an old inn out of the way where we stayed at the inn for the evening. I awoke in the morning to banging on the door and the naked corpse of the innkeeper’s daughter in the bed next to me.”

Sure do. As for your example, I could see it depending on the context. When it comes to long term travel over several days, its been a rule that if the party isn't soldiering on through the night, the last Exploration Round of the day includes the Rest period to shift to the next day, and the party makes whatever preparations during the round they need to do for that, which is where the Event could be triggered

If they're passing through a town and opting to just take up lodging, then your interpretation works out swimmingly as something to introduce after the Keeper confirms the day has shifted over.

The main thing is that you'd also have some additional context that you could incorporate, based on whatever it was you rolled for that got you the Event. For example, lets say you're playing a Bard type character. As the group is just renting lodging for the night, you're all free to just do whatever as opposed to setting up a campsite.

So you might opt to perform for the inn patrons, using your Performance skill to generate some moneys or to spread tales or rumors of your Parties deeds, and this would be what gives you the Event. You could easily elaborate on your Event as you did, but also include that you attracted the poor lass with your song or dance.

That invites other Players, and the Keeper, to build on it. Seeing as you're essentially introducing a murder mystery, the initial interaction with the group could be you playing out your panicked worry. Another player could introduce their event (Must have been the wind...look around?) and elaborate on what they heard in the night.

Perhaps, as the group keeps going, you end up playing out the interaction with the Keeper as the girl, framed as you recounting the events of the previous night, and you didn't actually manage to seduce her before you went to sleep. Now this is getting spicier.

And it continues in this way, until these scenes are all resolved, essentially meaning that everyone's contributed what they wish, and any questions are resolved or at least ignored in a satisfactory way. One player could opt to, either through their Event or just by their own, unprompted input, say it was a prank, and reveal the body as an illusion they created.

But then that prompts different outcomes; if the player wants to say that, they actually have to cast the relevant spell. Say they do so, but then they end up taking a Corruption, a really nasty one they can't afford to sit on when they can't convert it.

What can they do then? They could just take it and face the consequences of the prank, but if they dont want to do that, they could also take a Misfire instead, which spares them the personal consequences, but kicks the ball over to the Keeper to do something with the effect. Oops! The party now has a corpse that looks like this girl. What do you do?

So, while your offer, more or less, might not be accepted at face value, stuff still spins out of it. There is the possibility of you being the only one who brings anything, but I think that mostly comes down to context, as always. If your group has a mission in mind, there's probably going to be some natural resistance to chasing a distraction compared to just meandering around willy nilly.

But at the same time, there's a pretty obvious difference between wanting to get through the distraction and just not engaging with it at all, and thats when we'd have to talk about it, because either your offer broke the game tone (this is supposed to be Happy Qwesting Time not Horrid Murder Time), or the group didn't know where to go with it.

The latter is fortunately part of the responsibility of the Keeper to always ensure there's some feedback going, but the former is when we'd have to make some adjustments out of the game.

Ideally though you wouldn't run into these issues too often. The group would have agreed on tone ahead of time, and ultimately the freedom in Events is that you can opt out of them entirely. Like the game its a player driven system, and most should be able to pick up on the vibes of the group whether or not to inject something really spicy into your adventures.

The few times its happened for me its usually just been because we were all zonked out and tired, and that point it was usually wise to get ourselves into a labyrinth if we wanted to keep playing; while Events happen in dungeons (i call them Discoveries in that context; Curiosities whilst Rambling in big cities), the context makes them less intellectually and emotionally taxing to engage with. Much of the time its less, oh jeeze a murder, and more, yay, more murder to do!
 

kenada

Legend
Supporter
And it continues in this way, until these scenes are all resolved, essentially meaning that everyone's contributed what they wish, and any questions are resolved or at least ignored in a satisfactory way. One player could opt to, either through their Event or just by their own, unprompted input, say it was a prank, and reveal the body as an illusion they created.
Wouldn’t saying it’s a prank potentially be a form of blocking? The event was something from which I needed to run (hence the pounding at the door and the bad situation). The prank removes that urgency and turns it into a joke.
 

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