Roleplaying Games Are Improv Games

Old Fezziwig

Du savoir-faire il y a, n'est-ce pas, Hiss.
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.
Right, if it's a prank, then It feels like outright blocking or someone not adhering to the agreed upon tone. Either this is a thing that can happen in the game and people need to respect that, or it's out of bounds and needs to be reined in.
 

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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.

Not really, because its a collaborative effort, and it doesn't just stop for no reason. Keep in mind the best maxim here: follow the follower. They should be following your lead and you follow theirs, and that goes for everyone who gets involved. If they're introducing the idea that it was a prank (perhaps the pounding is them coming to take the piss out of you for it), you have to acknowledge that and act according to how you see the scene. Do you believe its actually a prank? Is that even your party member yelling that at you?

There's a lot of ways you can respond to it, and its going to evolve regardless because of the improvisational nature of it, so one should embrace it when it happens.

And keep in mind as well that this particular example was meant to be a bridge to explaining that this system is optional, and that groups should engage with it conscious of what the group wants to do with their gametime.

If you're on the quest to defeat the big bad dragon, you should probably read the room; a murder mystery might be interesting to explore, but is this something you should be injecting into the adventure right now? And whats more, this is why context is a big thing; if you want to get into a side venture, why not make it more directly related to what you're already doing?

Thats when we get into what I talked about in the essay about the unwelcome extreme, and why I was relating this particular prank idea; its an illustration of how something like this can be smoothed over to keep gameplay running smoothly if what was introduced is out of place.

A random murder mystery is fantastic if you're just traveling to a new town or exploring the gameworld; not so much if its being shoehorned into the effective finale of a big quest you've all been on. That isn't to say a whodunnit couldn't be an engaging part of it, though; there's plenty of big bads that would make that work in context.

This incidentally is where having the Keeper and the Game as participants can do a lot compared to straight improv, because their feedback can bridge gaps like this where people might be pulling in differring directions. The Misfire idea was an example of that, but another could be to have my prank turned on me, where the lass really was murdered and left in your bed, and now I have to figure out what the hell my spell did while we both freak out about her body.

So to put it short; its a collaboration, and nobody told you to stop. Follow each other until you reach an organic conclusion.
 

kenada

Legend
Supporter
Not really, because its a collaborative effort, and it doesn't just stop for no reason. Keep in mind the best maxim here: follow the follower. They should be following your lead and you follow theirs, and that goes for everyone who gets involved. If they're introducing the idea that it was a prank (perhaps the pounding is them coming to take the piss out of you for it), you have to acknowledge that and act according to how you see the scene. Do you believe its actually a prank? Is that even your party member yelling that at you?

There's a lot of ways you can respond to it, and its going to evolve regardless because of the improvisational nature of it, so one should embrace it when it happens.

And keep in mind as well that this particular example was meant to be a bridge to explaining that this system is optional, and that groups should engage with it conscious of what the group wants to do with their gametime.

If you're on the quest to defeat the big bad dragon, you should probably read the room; a murder mystery might be interesting to explore, but is this something you should be injecting into the adventure right now? And whats more, this is why context is a big thing; if you want to get into a side venture, why not make it more directly related to what you're already doing?

Thats when we get into what I talked about in the essay about the unwelcome extreme, and why I was relating this particular prank idea; its an illustration of how something like this can be smoothed over to keep gameplay running smoothly if what was introduced is out of place.

A random murder mystery is fantastic if you're just traveling to a new town or exploring the gameworld; not so much if its being shoehorned into the effective finale of a big quest you've all been on. That isn't to say a whodunnit couldn't be an engaging part of it, though; there's plenty of big bads that would make that work in context.

This incidentally is where having the Keeper and the Game as participants can do a lot compared to straight improv, because their feedback can bridge gaps like this where people might be pulling in differring directions. The Misfire idea was an example of that, but another could be to have my prank turned on me, where the lass really was murdered and left in your bed, and now I have to figure out what the hell my spell did while we both freak out about her body.

So to put it short; its a collaboration, and nobody told you to stop. Follow each other until you reach an organic conclusion.
The point of the example was to probe how well Events could function as kickers. Assume for the sake of working through it that it’s on-tone, appropriate for the campaign, etc. In this case, the goal was to find out something about my character. How did I end up in this strange situation? Why would I have a corpse¹ in my bed? These are questions I want to answer about my character by playing the game.

If someone can just go “it’s a joke bro”, then it seems like the answer is that their ability to be kickers is limited. Whatever I do, anyone can veto or subvert it based on how they respond, which is only non-blocking because of the requirement to follow. Of course, maybe this particular type of play isn’t intended to be supported. (It’s not really in my game either.)



[1]: Admittedly, it would have been an even better example if the corpse’s identity were unknown, but it is what it is now.
 

The point of the example was to probe how well Events could function as kickers. Assume for the sake of working through it that it’s on-tone, appropriate for the campaign, etc. In this case, the goal was to find out something about my character. How did I end up in this strange situation? Why would I have a corpse¹ in my bed? These are questions I want to answer about my character by playing the game.

If someone can just go “it’s a joke bro”, then it seems like the answer is that their ability to be kickers is limited. Whatever I do, anyone can veto or subvert it based on how they respond, which is only non-blocking because of the requirement to follow. Of course, maybe this particular type of play isn’t intended to be supported. (It’s not really in my game either.)



[1]: Admittedly, it would have been an even better example if the corpse’s identity were unknown, but it is what it is now.

Yeah so if we take to those assumptions, then yes the prank idea wouldn't be right. But I think that also goes down to a couple things that might have contributed to this hiccup we'll call it.

As already spoken to, the issue could still just be a vibe issue, not on your part but mine. Under the assumptions, it probably should be pretty clear to me that you've got an angle you're going for in bringing this to the party; while we should both be open to meshing our ideas, if I shoot for what would be the polar opposite of what you were doing, I'm screwing it up.

Another angle on it could be that a simple miscommunication, which could happen because we're human and it happens. I might have misread you, you might have just not communicated the scene in a way that made it clear what angle you were going for, whatever the case. Not really anybody's fault.

One angle on it though could actually be in the part of the scene you left open-ended: someone's knocking at the door. Thats inviting somebody at the table to step in and be the one who knocks. That could still very well be me coming in to laugh about this sick prank I pulled, but it could also be what you were expecting, or something else. Just depends on who jumps in to add that detail.

I think a lot of the initial jolt of me suggesting someone could jump in and say it was a prank is rooted in the fact that with improv, you're establishing facts about a scene simultaneously with acting out whatever is going on. Ergo, if you're more specific about hard details, and take some time to lay those details out, you can make it easier for everyone else to follow you. If you spend time identifying more of the scene, explaining the senses from your perspective, then when people jump in they can more accurately work with you without stepping on your toes.

But, thats not the only way this could shake out. Given the contextual assumptions and knowing my own instincts, if you introduced that scene while I was Keeping, I'd probably immediately jump in as the innkeeper or an authority or something, and unless the Party is all in the same room, me and you are probably going to go through some amount of that scene before anybody else is able to jump in, and that's also going to establish the scene much more firmly, which would organically preclude something like the prank angle from being introduced.

Re: Kickers, I actually have a specific system, Birthsigns, that I've been developing, which mechanically combines Changeling's Quest/Ban mechanics with DCC style Luck. While the gameworld is dripping with very specific themes about the conflict between destiny and free will, which are reflected in this Birthsign system, what you as a player might explore throughout play isn't strictly that.

Instead, it provides a framework to explore many kinds of internal and external conflicts, and to define them for yourself throughout play. To give an example of what a Birthsign looks like:

The Wildfire
The Wildfire represents transformation, intensity, and the relentless drive for growth through destruction and renewal. Those born under this sign are catalysts for change, often drawn to profound transformation in both themselves and the world around them. Like a wildfire that clears old growth to make way for the new, they bring both risk and opportunity, balancing the forces of creation and destruction. However, they must guard against letting their fervor become reckless or consuming. Those born under The Wildfire must temper the Flame of Creation with Responsibility, learning to wield their power with consideration for what they leave behind.

All those born under The Wildfire will have a unique affinity for elemental forces. They may attune to one natural element of their choice, such as fire, water, air, or earth. When this element is present in their environment, they can draw upon it to enhance their actions or abilities by utilizing an additional Skill Die during their Combos or Spells. However, each use depletes that element from the immediate area, requiring either replenishment or a new source before the element can be used again.

Dates
June 1st to June 31st

Fate: To Create from the Created
Volition: To Let the Created Be

Examples of Alternate Fates and Volitions
Fate: To See Value in Endings
Volition: To Seek a New Chapter

Fate: To Fan the Inner Fire
Volition: To Rest and Smolder

Fate: To Seek Rebirth from Ruin
Volition: To Embrace the Ruin

The idea with the mechanic is that as you take actions in the gameworld, you're considering if they fall under the purview of your Fate or Volition. If an action aligns with your Fate, you make a mark, signifying that you'll gain a point of Luck when the session's over. Likewise, if it aligns with your Volition, you'll make a separate mark, and this deducts a point of Luck. The maximum you can have is +/-30.

Now, negative Luck doesn't mean you're unlucky; if anything is equivalent to being unlucky, its being at zero. In reality, whether your Luck is negative or positive it has a slew of benefits, some of which are intended to be hidden from players, but the broad strokes are that negative Luck trends towards quantity, whereas positive Luck trends towards quality.

Beyond those passive benefits, you have a number of active ones, which are available to you plainly regardless of which end of the scale you're on. The first is the Luck Die, which goes from a d4, earned with your first point of Luck +/-, which grows to a 1d8 at +/-10 Luck, and then a d12 at +/-20 Luck. Each of these threshold points allow you to, optionally, change your Fate and Volition, either to one of the examples, or to something you come up with, with the caveat that, even if you break from the Sign's overall theme, your Fate and Volition should represent a broad internal or external conflict, motivations at cross purposes, to put it another way.

The Luck die can be called on for a bunch of stuff by the Keeper, but its core use as a Player is to assist with Skill advancement, as you'd roll it alongside your d20 everytime you go to see if a Skill advanced, which requires you to roll above your current Skill level. As Skills go up to 30, you can't max them out if you don't engage with Luck and maintain it at 20+/-.

Beyond that, you also have the ability Twist of Fate, which is essentially Luckburn ala DCC. Burn some points (towards zero, no going over) and add it to any roll you want. The caveat of doing this is that if you burn 5pts or more at once, you're required to change your Fate and Volition. And then you also have the capability to spare yourself from death by burning 15pts, which also requires a change. Though, if one trusts their friends to bring them back, you can accept your death, as then through resurrection you can change your Birthsign.

What this system overall does is essentially a more elaborate means of doing what Kickers tried to do, but tied into and integrated with much more of the game, with the expectation that like the gameworld itself, its a living thing that evolves over time, which is mechanically reinforced by the game.

Now, I can imagine at this point one would be inclined to question what these things represent within the internal logic of the gameworld; what does it mean to Twist your Fate, and what is even causing the effect and all that?

Those are very good questions. Go answer them. 😉

One might also question how this system is consistent with the things I say I don't like, and one should remember that it always comes down to consent, and toys. 😉
 


Retros_x

Adventurer
I disagree, there are too many differences between improv acting and roleplaying.

One of the biggest for me: You don't need to theatrical acting in TTRPGs. It is perfectly fine to just describe in 3rd person what your character does and what their intent is. In improv you always act and you usually dont state your intention out of character.

Also you can think about decisions, discuss them with other players. In improv you are building a scene you can't take 5 minutes to think of "what shall we do next". Would be the most boring improv scene ever.

TTRPG is a game that uses a ruleset. Improv has not rules, it has guidelines, best practices. There is no referee in improv theatre ruling about the scene. In TTRPGs its the GM. There are improv games though in improv - but they are not a necessity. You can just take a prompt and do improv or even without a prompt.

I would argue that improv and TTRPGs are both subtypes of "roleplaying" as the rough term of an activity where you change your own behaviour to "fill a role". So roleplaying games are not improv (as in "a subtype of improv") but related to each other because they are both "roleplaying" (with out the "game" suffix).
 

clearstream

(He, Him)
Since the beginning, going all the way back to Braunstein, roleplaying games (RPGs) have had at their core, most often unintentionally, an improv game. Why this is is pretty simple to understand: if the game allows an open ended possibility space, its fundamentally incorporating improv. Its that spontaneous, open ended interactivity that, in its best form, begets a completely emergent story that couldn't merely be told, it had to be played. Thats the core of what Improv is, and so too are RPGs.

The issue of course is, not everybody sees it that way nor has identified these games as being such, even after 50+ years of discourse. Worst yet, many will have a very prejudicial mindset, rooted in what they believe improv to be, and will reject it outright. Others still will have their own ideologies and idiosyncratic beliefs about RPGs, which will naturally come into conflict with this idea, and will summarily reject it for its nonconformity.

All three of these are, I argue, essentially the same issue, and rooted in a simple explanation. No one noticed, and most don't want to. So the questions that come up are pretty clear: What makes RPGs improv games, and why does that matter?

Understanding Improv
Before we can answer the first question, what bears scrutiny is what is being referred to as improv.

The common assumption with Improv is that its in reference to Improv Comedy, with may be some knowledge that not all improv is comedic in nature. This is where that prejudicial attitude tends to come in, as improv comedy, as fun and entertaining as it can be, is kind of down low on the totem pole of entertainment, perhaps only slightly better than street magic, and for many in the RPG space, a want and desire for more serious gaming has been pretty evergreen throughout the last 50 years, and this certainly doesn't help alleviate the preconceptions.


As it happens, though, Improv is not all improv comedy. Its not even always improv theater, for that matter, despite the history behind it.

Improv in general has its roots in American Theater, with Viola Spolin's development of what she called "Theater Games". Most people tend to have a cultural idea of an actor or entertainer doing weird noises and other seemingly odd idiosyncratic things before they go on stage or camera; theater games are a more generally useful form of this, as they were originally intended as an early form of Gamification, where instead of intellectually teaching Actors how to Act, it is learned through play.

Why this works for Actors is that Acting as a skill is at its best when the actor can be fully present as who they are depicting, not pulling how they behave from a pre-planned source but from spontaneous intuition. While actors can do a lot to still pre-plan aspects of their characters (aka have a script), in order for the acting to feel authentic requires the spontaneous to come out of them; they have to be real, in other words, elsewise, the illusion of acting is lost pretty readily.

And this, as an aside, is why writers are so important, and why even the best actors can end up with absolute trainwreck performances, and why they can sometimes be the only the shining light in whats otherwise a disaster. Robert Downey Jr. As Iron Man, for example, has pretty much never failed to be compelling, even when the film he's a part of isn't all that great; no one can say he was the issue with Iron Man 2, or that if only he was a better actor, the twist of Iron Man 3 might not have tanked the film.

But here's the key about this history and why it's being mentioned: During her lifetime, Viola Spolin received a lot of critique towards the idea that her techniques qualified as Games at all.

In time, we now know that of course they were games, as plenty of deliberately designed improv games have been born out of these original theater games, and many more are just plain brand new. This initial criticism though is important, because theater games aren't the only games that have had the critique that they "are not" games thrown at them, and a certain strain of RPGs that became popular in the 2010s were and still are big targets for this critique. We'll be coming back to this later.

Narrative Improv
So, as mentioned, there is more than one kind of Improv. While the term Improv Theater broadly encompasses most types people conventionally associate with the term, Improv now extends to conventional games, so Improv isn't just theater anymore regardless of how one feels about it in relation to RPGs. But, even within Improv Theater, we see no monolith. Improv Comedy is of course a staple, but we also broadly have Dramatic and Musical Improv, amongst dozens of niche, avant garde examples you can find if you dig deep enough.

But a key type of improv is Narrative Improv. The reason why is because this type is what RPGs follow on from, intentional or otherwise. What Narrative Improv is can be understood through the lens of "Forms". Shortform, Longform, and Narrative are generally speaking the three "levels", so to speak, of Improv.


Shortform is where Improv Comedy makes its bread, and as its name implies, involves scenes, skits, or what have you that are very short relative to session length. Minutes at a time at most.

Longform is where the Dramatic and Musical forms tend to be, but Comedy can often go longform as well. This is where we have a number of vignettes or scenes throughout the session, most often disconnected but self-referential at times. Up to an hour or two at a time.

Narrative continues the trend, as its name implies, is specifically tuned to tell a linear story through improv. Narrative tends to be the longest, up to several hours at a time, giving the performers time to develop the things that make up said story.

This handy dandy Blog covers the general idea of Narrative Improv and what it requires to function and, in the end, bring about an, at least somewhat, coherent story.

An Aside: What is a "Game" Anyway?
Before I continue, I think it prudent to discuss what a game actually is, and in particular why improv is a game.

In a nutshell, a game is a structured form of play, and play is itself a an intrinsically motivated activity pursued for recreational pleasure and enjoyment.

What's, sadly, often still contentious today is that games are also art, and more specifically, are an artistic medium for storytelling. While many I think can understand that on a surface level, not many get how games differentiate themselves from other storytelling mediums, but also tend to neglect what games count as being able to not just tell stories through, but generate them.

Games as a medium are all about interaction. If there is no interaction, there isn't a game. This is foundational to what sets games apart from writing, filmmaking, and music in terms of storytelling, as the medium used to its fullest potential will allow a story to emerge through interaction. Sometimes this can be very heavy handed and forced as part of the game's structure. Most video and board games do this.

But, this story can also emerge entirely organically from the interactions the game's structure provides for. In video games, games like Dwarf Fortress, Rimworld, or Wildermyth are exemplary of this kind of "storymaking", but less intuitive is that multiplayer games are engaging these same dynamics.

While a given round of Call of Duty or Rainbow Six Siege isn't necessarily the same kind of story as, say, the Catcher in the Rye or Interstellar (2014), it is a story, and one that for many is quite compelling, if not more so. Most gamers can probably recall a number of times where the experience of play was so memorable that it sticks with you; this was a story being made, and your remembrance of it is how the narrative of that story comes together.

But even more unintuitive, sports are some of the most prominent kinds of storymaking games we have. The 1932 World Series, culminating in that legendary call by Babe Ruth where he pointed to the stands and knocked the ball out of the park right where he said he was going to put it, wouldn't be the legend that it is if the game of baseball couldn't make stories. Babe Ruth doesn't have a curse named after him if he hadn't become something larger than life, and what are characters in a story, if not exactly that?

The Miracle on Ice was the culmination of a single, dominating hockey team in the Olympics being faced with just the right team to defeat them in a legendary upset; one can argue this story, this legend, was so compelling it went on, alongside Rocky as the protoype, to inspire every underdog sports movie ever made, from the Mighty Ducks to Invictus. Games, some say, are not art? Total excrement.

But now, coming back to Improv, we have to think of it in these terms. Is improv a game? Of course it is. Improv is nothing but interaction, and whether its a short comedic bit or a long, drawn out dramatic narrative, a story is being made in that interaction. All Games, of any type, are fundamentally story generators, and this is born out even when you isolate singular mechanics; there is no compelling mechanic that does not, through interaction with it, tell a story.

This aside is over now, but I do want to pose this question for you as you keep reading: If improv is a game, then surely, two different games can be combined?

Connecting the Dots
Now that we have all this primer stuff out of the way, lets connect the dots here. What makes RPGs an Improv Game?

I mentioned at the start that an easy shortcut to understanding it is by thinking of what RPGs fundamentally do. They present you an open-ended possibility space, and ask you "What do you do?" That interaction is where improv comes in, and there isn't an RPG that has ever existed that did not or does not do this.

But, this isn't terribly specific, and as I spoke to, there's an awful lot of skeptics out there. What I'll do, then, is link concepts together. Going off of the Blog I referenced earlier, we'll link each necessity for Narrative Improv to its equivalents in RPGs, and then I'm going to expound on why this matters, which will help to support these connections.

The Story Spine
The first step the blog identifies for Narrative Improv is what it calls the story spine. This is essentially meant to provide structure to the session, and ensure it doesn't strictly meander off without a satisfying, or at least obvious, conclusion. The author relates this in fairy tale terms, as wanting to have your "Once Upon a Time" to your "Happily Ever After", and everything inbetween.


Even though in recent times, particularly the past decade and a half or so, they have fallen out of favor, I do not think it is a coincidence the idea of a Module or Adventure Path became so ubiquitous in the hobby.

After all, the game fundamentally presents this open-ended possibility space, and while some activities within, like Combat, may have an obvious and intuitive beginning, middle, and end, the greater overall experience might not be so obvious. As has been said in the zeitgeist, most gamers aren't also actors or novelists. Hence, the idea of introducing a means of structuring a story into the experience becomes an obvious development, and lo and behold, we have Adventures we can play.

These APs and Modules are the effective equivalent of a Story Spine in the improv context. They do do more than a Story Spine would, often dictating a loose plot amongst other things, but mechanically they serve the same purpose. They give structure to what (could) otherwise be a completely open ended space, and thus not only lets the story begin, but also ensures it will have a clear conclusion.

Normalcy
The next key item is what the blog calls Normalcy. In a nutshell, the establishment of the who, what, whens, and where's of a story. As they relate in number 5, in improv this often has to come from rather clunkily introducing things as play progresses, and the ultimate point is that, even if has to be clunky, establishing these ideas is key to making the narrative work.

But what the blog doesn't talk about is that these details can also be established ahead of time, rather than directly in the improv. This is most often done through prompting, but depending on what you're going for, you can establish quite a lot ad hoc if you want to really focus the improv in a specific direction.

So where does the equivalent in RPGs for this come in? Easy! The Game itself, including, if it doesn't already have one, the Setting you introduce to it.

The setting of course contextualizes the game into a concrete reality, much like how narrative improv could set up props to use and even full on stage dressing, and the Game Rules provide structure to how interactions play out, most often focusing heavily on things that would be impractical or impossible to play out through improv (re: Combat), but as we've seen, you can also compact that out if one doesn't want the game to focus in on it. Likewise, plenty of examples of using Game Rules to govern the act of talking, despite the fact it comes naturally to most people and isn't at all impractical to do.

Some games, it must be said, don't need greatly elaborate rule systems. Some, like FKR, can do with nothing more than a simple conflict resolution system, and all others simply come in through Improv. Fiasco takes that a step farther, and pushes itself more towards being a conventional narrative improv game, rather than whats traditionally (or indie-ly, if we want to distinguish) considered an RPG.

The key here to remember, is that question I posed about the combination of two games. While necessity isn't really a thing in terms of whether or not a game should go with a "crunchy" rule system, it poses another question: if we can do minimalism, why not do it?

Identify the Protagonist
Our next key here is pretty straightforward, and its easy to see how the benefits translate over to RPGs. We're not merely identifying which humans we're calling the protagonists, we're identifying the goals of their characters, and this is the catalyst that brings a story out of the proceeding interactions as players try to achieve this goal.

This, ultimately, is why game mechanics even in their barest form tell stories. There's a goal, there's interaction, and theres a clear beginning, middle, and end to the interaction.

Something very key to note here though, that goes unstated in the blog, is that this identification also identifies what kind of protagonist we're dealing with, in essence, defining the genre of our story. We might recognize that a character's name is Bob, and that his goal is to rescue his sister, but its going to be a very different story between Swashbuckling Pirate Bob, Fanciful Shakespearean Bob, and Gritty Action Movie Bob. The How of the story, if you will.

This identification of genre is pretty important. Over in video game land, there was and still is a lot of discourse over the question of emergent narrative and how best to foster it, but at this point its more a question of engineering than of theoreticals. If you want a narrative to become emergent, you need these same elements that we identify in Narrative Improv. Goals, and a clear structure that tells us when it starts and when it ends.

While Video games pre-Holodeck spontaneous generation will, I think, always struggle with making something that is as fully emergent as improv allows for, we can see how such structures can be built. Ken Levine, of Bioshock fame, has a great GDC Talk on his take for this, which to toot my own horn, was an inspiration for me in my own design, where I adapted the ideas for that system into something very playable on tabletop.

But, that aside, what the identification of genre tells us, in relation to RPGs, is that these games can do quite a lot to establish genre, and if they can do that, they can also explore ideas related to narratives, and provide the means to foster them through interaction.

What is the thematic premise of a PBTA style game, if not precisely the same thing Improvisers do to guide and focus their narrative? Why do we instinctively know how to approach a dungeon crawling game, and why do we sometimes go wrong if a game breaks from our expectations? Makes you think...

Clear Consequences
Once upon a time, I used to get into overlong internet arguments over certain strain of video game RPGs, specifically The Elder Scrolls series and greater Bethesda gravity well, and the perceived de-RPGification of their games over time. One of the key points I always argued for why newer games, like Skyrim, Fallout, or Starfield had lost their roleplaying luster? The lack of consequences. Go figure.

The benefits of consequences, particularly in narrative improv, are pretty obvious in providing that narrative momentum to keep it moving forward, and prevent situations where things stall out, and nothing happens.

Now, I'd hope if you've read this far that me saying that hit you like a ton of bricks, and if it didn't, then I'll just point out that these two issues are an often contentious issue thats been reoccurring in RPG discourse for a very long time, and entire flavors of RPG have sprung up around avoiding them specifically. I have a few more examples of this phenomenon that we'll be taking about...right now!

Why This Matters
So, now that we've identified that RPGs and Narrative Improv are very close to each other, so much so that there's clear parallels, the question remains: Why does this matter? What does recognizing this do to help us design new games, or just have more enjoyable experiences with these games?

Well, as we saw with the issue of Consequences, that particular problem in Improv manifests in Roleplaying Games, almost identical in fact, to its original Improv context. But whats really important, is that the solutions we can employ in Improv to solve this problem, carry through to roleplaying games. And whats more, this isn't the only example of Improv Problems manifesting in RPGs, and many of them already have spiffy new names.

Railroading
Perhaps the single most ubiquitous and contentious one is that of railroading. While it can be alright if one approaches it with consent, as after all, who'd buy Modules if railroading was a universal negative, most often the railroad is unwelcome.


The line where a railroad becomes unwelcome is, quite simply, that of consent, informed consent in particular. But, what is the unwelcome railroad of improv?

As we've mentioned, narrative improv can establish things ahead of time to focus it towards a particular genre or story, and one could squint and see this as an equivalent. But that's only true if we, in turn, consider the presence of game rules a railroad in of itself; some people do, as it happens. But, there's consent to it, so we can't strictly say either is unwelcome.

Where the unwelcome railroad comes in in Improv, is whats referred to as Blocking. Blocking is best defined as the disruption of the improvisational flow, principally caused by the unilateral rejection of a player's input by another. If I introduce the idea that you're my dad, and you reject it saying you're not my dad, but a cop whose arresting me, this is blocking.

But, the key with Blocking is that it is contextual. If we're trying to be funny, that same interaction might not be blocking at all. If we've agreed ahead of time we want to explore the nature of police brutality on the mentally ill, we also wouldn't consider the rejection Blocking.

Likewise, if what we're doing is having a conversation, and I tell you to piss off, this isn't Blocking in of itself. The interaction has to continue, after all, and there's still context to it. If its been established that I'm sitting in a bar, and you stroll up asking about where to buy some drugs, of course I'm gonna tell you to get lost, you're a narc.

This doesn't mean you can't keep trying, and you should if I'm the only other person in the scene. If I continue to be obstinate with no shift in the narrarive, only then am I blocking.

Now, carrying these ideas back over to RPGs, we can understand how Game Rules and Setting are not blocking, nor, for that matter, is not getting what you want. But, as always, its contextual. Its one thing to end up on the undesirable end of a resolution mechanic, but its another entirely to be told you cannot go left when there's no established reason you can't. (Or worse yet, to be under an illusion that you had a choice in the first place, which is something thats actually unique to the improv dynamics of RPGs, which we'll also be talking about later on)

Since the late 80s, there's been a trend in RPGs where there's a desire to tell this long form epic narrative, and this can be identified as the general source of where this dynamic came from, as such clearly constructed narratives go quite a bit beyond the relatively innocuous nature of Modules or Adventure Paths, because its often imposed without the consent of all involved.

This basic issue of consent is pretty endemic to why railroads are bad, but also not bad. Consent is also pretty key to understanding why certain kinds of RPGs end up being so contentious.

There's a recurring refrain with PBTA style games, and others that followed out of the same design spaces, that you have to "get them" before you'll really enjoy them. It this because these games are some higher art form that only the enlightened will understand? Is it because they're so poorly designed that you'd have to trick yourself to get it?

I don't think so, in either case, even if overlong internet arguments can make it seem that way. I think it ultimately comes down to consent, because these particular kinds of RPGs, especially in the PBTA style, are enforcing a very specific railroad of thematic premise. It doesn't always produce a feeling of unwelcomeness, but its pretty normal to see how blocking manifests; its an expected part of these games to stop the game, disrupt the flow, and hash out how things work out, either in the narrative specifically or due to some mechanics issue, if not both. This is where the "Writer's Room" idea comes from, as this process often feels less like two improvisers smoothing over a hiccup and more like you're writing the scene.

Its quite unlike the plot railroad of more traditional games, but the effect is the same. If you aren't consenting, its going to feel unwelcome, and it can take a lot of effort to get to a point where you can have informed consent. Doesn't mean people can't just do it anyway, but it does mean accessibility is pretty low.

Why that is is a bit much to get into if we want to get analytical (particularly given this author doesn't beleive its an inherent problem, as not all examples have it), but I of course think it comes down to what this essay is talking about: these games are no better at recognizing whats at their core than traditional games are, despite doing a lot to incorporate improv solutions into their design, if unintentionally, and this impacts not just accessibility but enjoyment. The whole hobby is niche for a reason, after all, and I don't think its rooted in RPGs just being nerdy or geeky.

The Many Faces of Blocking
Now, the plot and thematic railroads are the most obvious ones we can point to in terms of how blocking manifests in RPGs. But there are quite a few more out there we can point to.

The Adventuring Day or the Martial/Caster Disparity of 5e DND, for example, are great examples of blocking coming from the game itself.

But less intuitive is that Players can actually Block their GMs, especially when the expectation was in fact set to follow a loose narrative, by refusing to let them participate and not differring to their direction. Shenanigans is of course innocuous in a vaccuum, but not if your group spends multiple sessions doing anything but engage the things the GM prepared for the group to play when that was supposed to be the point.

Another manifestation, also unintuitive, is that of Rule Zero; the humans blocking the Game itself by deleting rules and hacking it up.

Now, the thing about Blocking, is that it isn't fully negative. It isn't this terrible thing you're just not noticing. Much of the time, blocking is pretty invisible and doesn't impact the experience in any obvious way, and for some people, its manifestations just aren't associated with anything strictly bad.

A GM can be completely unphased by players who just screw around session after session, and the game of course has no choice but to suffer in silence, but it often still makes the issue known (as we see in DND when later editions start dismantling certain systems for no reason, like exploration, only for them to feel completely superflous). And of course, there's no shortage of people who continue to play 5e despite its myriad problems in this area.

The Unwelcome Extreme
Another good example we can point to of Improv problems in RPGs, is the unwelcome extreme. In Improv, this is when you push the scene so completely off the rails that it disrupts the flow; this isn't necessarily a matter of blocking, but it introduces the same disruptive effect.

That Guy is a pretty clear example that has become ubiquitous in the zeitgeist of the hobby. They don't necessarily block anyone elses input (though the varient Edgelords often do), but they are pretty clearly unwelcome in what they inject into the experience.

Another, coming from certain games, is the issue of HP Bloat, where the unwelcome extreme is in how a fight gets drawn out for no real benefit other than, may be, a perceived minimum amount of time spent that is already met. Sometimes this can be imposed unilaterally, as in its rooted in a weird hangup on part of the game designer, or perhaps the GM.

But it can also be imposed because the mechanical design of the game has reached a point where the amount of possible interactions would preclude full participation by all players. If a fight is over in just a few turns, what does that mean for the players more than a few turns away? Its a hard circle to square, but this handily segues into the next topic.

The Duality, and How we Might Make and Enjoy RPGs Better
Now, there's likely a question brewing by this point, that of how RPGs are improv games, when they do X,Y, or Z that is so utterly different from any given example of improv?

The answer here isn't complex. RPGs still are improv games; improv is the first and foremost mechanic after all. But they are also something else. We often see the distinction put as being both "RP" and "G", with roleplay as the bespoke implementation of improv dynamics, and the G as, well, everything else. What we would actually call "G" is kind of muddy, because over time Roleplaying Game as a descriptor has become so entrenched that its hard to use anything else.

What I would argue though is that the answer is that its a Playstyle Reinforcement game, combined with Improv. If you've been following along, I'd hope this just instantaneously clicked, but if not, lets recap:

1. Improv is a game
2. In order for Improv to work, players have to Interact with each other.
3. Improv must have Consequences, and must have Structure.
4. Game Rules are akin to pre-established Who, What, When, Where's, and even How's in Improv.


The Interaction between Players, Consequences, and the Players reactions is the answer here; this is a Gameplay Loop. Each Players individual Style is being reinforced by every other player and the emergent consequences of their collective choices. This loop is what produces the spontaneity that makes improv a compelling experience to engage in.

So, we already understand that this is how improv works, but where does "G" come into this?

Easy. The Game is a Player.

It's a wild thought, isn't it? But, think about it. What does the Game in RPGs do, if not provide Consequences? Well, they also React the same way Players do. Are the Moves of PBTA style games not reacting to the improvisations of tbe players?

Understanding this is the lynchpin of this entire essay. The Game is a participant in the Improv game, just as the GM and the (colloquial) Players are. The question this begets then, is what do we actually do with this information?

And that truly is the question. I personally have found that through this understanding I can actually get into pretty much any RPG I can get my hands on (short of ones that are just boring or rote anyway, but thats a separate issue), because now I pretty much cannot approach these games without informed consent of what I'm getting into.

I once said that Ironsworn and Fellowship were the only PBTA style games I could get into, and while its still true, as most of these games are just not what I'm particularly interested in, the reason why is because much more so than other games in this type, I could understand and consent to what they were doing. They align well with what I tend to most prefer narratively, and mechanically both games have fun toys.

Which, I'll say, is pretty key: the ability of the G to be inherently fun in of itself, even if stripped bare of any thematic premise. In other words, I can just play, and its fun, and I still get a story at the end as a kicker. This I think is important to understand not just why some people bounce off of those particular games, and why the critique that they "are not" games comes about, but also why recognizing the improv game is vital.

For one, these games still have it, and like all other instances of it, it is still as fun as ever. There's nothing about how these games work that makes improv not fun. As such, they are in fact games, because the improv game makes up a huge part of the experience. Almost all of it, as a matter of fact.

The G part of them, however, isn't always particularly compelling on its own, and this I think is a misstep in design. But this also goes in the other direction, for all its faults, the G of DND5e is fun and obviously compelling to millions of people, and yet, as we see when we go look at the criticisms of the game, the RP can be quite lacking for many. There's unfortunately many who are consider that half of the game so closed off that the instances of it that exists are labeled as bad things; DM Fiat in response to Improvised Actions, for example.

And it has to be said, these issues run so deep that there's a recurring idea that playing DND, or even RPGs in general, is something you don't learn from the book but by way of Oral Tradition, and this has been going on since Gygax and Arneson. For all the good things indie games have done to try and close the gap, that oral tradition persists into them. This isn't good, for while Improv ultimately has to be learned through experience, there's no reason a book can't get you started.

So, to bring this altogether, the key idea here is that recognizing the improv game can help us make better games; games that don't just recognize they're utilizing improv, but integrate properly with the reinforcement game that was constructed, and use both sides to their fullest potential. Games where all these common issues, whether we look at them as Improv problems or RPG problems, just never occur, and where the game can finally be approachable in a real, tangible way.

How that's done, is up to the would be designer. I personally have had a lot of ideas for how to approach this, and my game has been completely morphed by it. While unfinished, as the scope of the game is just quite vast given the genres I'm blending (epic fantasy + slice of life) and the depth I want Labyrinthian to support even more so, I've seen the ideas play out in real play, and they work.

I came up with a Tactical Improv system that, not only really makes you feel like you're in action movie, but integrates the depth of a Tactics game with the open-ended possibility space of Improv, entirely seamlessly, and this same blending is being carried through to other aspects of the game to bring it together as a unified whole, blending heavily systemic design, ala Immersive Sim video games, with improv.

But, I don't think my ideas are the only way, and admittedly much of the time my ideas are pretty specific to nature of my game, but even so, whats key is that I'm always approaching the game from a perspective of merging Improv with Systems, and ensuring they not only don't come into conflict with each other, but interact. In building my game I'm not just cobbling together what I think is cool, I'm building a Player that can go toe to toe with real life humans in an improv game.

It also goes deeper than that though, and there's a wide world of things yet to discuss here, because after all, there are two other participants here besides the game itself, the GM and the Players, and designing for them is just as important. Developing real gameplay for the GM in particular has been a pretty pressing revelation I've been exploring with my own designs, particularly due to the traditional nature of them as either dictating tyrant, benevolent or otherwise, or mere facilitator and referree, neither of which, in this author's opinion, is truly ideal.

Conclusion

In recognizing that roleplaying games are fundamentally improvisational games, we open the door to a deeper understanding and appreciation of both mediums. This realization underscores the importance of interaction, spontaneity, and collaborative storytelling inherent in RPGs. By viewing the game itself as an active participant—a player in the improvisational dynamic—we can design and engage with RPGs in ways that enhance both the gaming experience and the emergent narratives they produce.

Understanding the improvisational core of RPGs allows players to navigate common pitfalls with greater awareness, and lets us develop not just games that prevent them outright, but empowers players to work through it when it still happens. It emphasizes the need for consent, clear communication, and mutual support in creating a cohesive and enjoyable story. In doing so, we craft game systems that not only coexist with improvisation but actively facilitate it, leading to more accessible and fulfilling games.

Ultimately, embracing the improvisational nature of RPGs demystifies the art of roleplaying, making it more approachable for newcomers and enriching for veterans. It reminds us that improvisation is not an esoteric skill reserved for performers but a natural form of play inherent in all of us. All it takes is an environment that fosters that spontaneity and creativity, and games can, in fact, provide thst space, but only if we know what we're playing with.

As Viola Spolin eloquently put it:



Embracing RPGs as improv games invites us all to participate more fully, play more joyfully, and create, not just tell, stories that resonate long after the game is over.
I appreciate you committing the time to dive deep into this theory about TTRPG.

I have one initial question. As I understand it, a theatre improv troupe is oriented toward entertaining an audience, where that audience is not identical with the troupe. Something I believe distinctive of TTRPG and what it means to be a player, is what I've called elsewhere the ludic duality. Cast in your terms, a game player is simultaneously actor and audience.

If right, then there is a strong separation between theatre improv and TTRPG play. I think you could argue that the audience is a side issue, and for the improv actors themselves, they are also audiences of their own efforts. But I suspect that there would be choices made in improv for the sake of the separate audience that would never be made in game play. So that there is at least a forking of activity kinds. Against that, one might point to streamed game sessions... although I could in response identify them as occupying a space between improv and localised TTRPG (i.e. I could claim that they affirm the distinction by showing that there is such a space.)

Anyway, what are your thoughts on my suggestion that improv actors have a separate audience in mind as they perform their characteristic activities, while TTRPG players do not?
 


As I was reading this while eating lunch, I thought “Snarf like”.

Then I realized I had to get back to work before I could finish it.

That I did finish it is a testament to some good ideas here.

But my, Snarf is succinct compared to this.

If there's one thing that could explain why I run into so many issues its probably my bad habit of not caring enough to revise and edit when it comes to posting online, even when it comes to something more intentionally formal rather than conversational.

I disagree, there are too many differences between improv acting and roleplaying.

One of the biggest for me: You don't need to theatrical acting in TTRPGs. It is perfectly fine to just describe in 3rd person what your character does and what their intent is. In improv you always act and you usually dont state your intention out of character.

Also you can think about decisions, discuss them with other players. In improv you are building a scene you can't take 5 minutes to think of "what shall we do next". Would be the most boring improv scene ever.

TTRPG is a game that uses a ruleset. Improv has not rules, it has guidelines, best practices. There is no referee in improv theatre ruling about the scene. In TTRPGs its the GM. There are improv games though in improv - but they are not a necessity. You can just take a prompt and do improv or even without a prompt.

I would argue that improv and TTRPGs are both subtypes of "roleplaying" as the rough term of an activity where you change your own behaviour to "fill a role". So roleplaying games are not improv (as in "a subtype of improv") but related to each other because they are both "roleplaying" (with out the "game" suffix).

You can improvise in the third person, and I'll get into it more in a bit, but the point isn't to say you need to be an actor putting on a performance.

Anyway, what are your thoughts on my suggestion that improv actors have a separate audience in mind as they perform their characteristic activities, while TTRPG players do not?

This was something I had on my mind, but I didn't end up finding a clean segue to talk about it. But, this was what I was leading into by discussing where our modern idea of improv comes from in Viola Spolin's work.

Her original games and exercises were not strictly meant to be for an audience. They were teaching tools to help actors learn their craft, which just so happened to be entertaining in its own right and grew into something you'd perform for others.

Now, games becoming something people want to watch isn't unheard of. Sports have been doing this practically forever, and in modern times video games, and indeed, RPG liveplays, have come into a strong vogue, often to the perplexity of many who can't figure how any of that is entertaining, especially if compared to playing the game yourself.

To relate my personal experience, I personally can't get into watching most sports, but if I were to play I could get fully invested. Why that is, I could actually probably trace to the fact that Im very near sighted and have been since I was born. So growing up, sports were as unfun to play as they were to watch, because I couldn't see naughty word.

So as an adult, while I've grown to appreciate baseball and hockey (no doubt because these were my dads favorites that he kept sharing with me), I don't go out of my way to watch them. Even as a more conscious discerning adult, I just don't find the spectacle of sports intrinsically interesting, and this is exacerbated, I think, by a distinct lack of what makes things like video game streams or rpg liveplays interesting to watch, both of which I readily get into and enjoy.

The reason I think this is is because of the personalities involved, which we are much more intimately communicating with through this medium. When I watch someone play a video game, I'm not watching because the gameplay itself is intrinsically the interesting thing to watch, but because the personality interacting and reacting to that gameplay is.

This might be because they're highly skilled at it, or it might be because they're hilarious. A lot of times its both, and I don't think its a coincidence that when it comes to RPG liveplays, the two single biggest names both qualify for those distinctions. D20 and Critical Role have this air of highly skilled play and total hilarity, so much so that as is tradition in RPG discourse, we invented jargon to talk about it in the Mercer Effect.

But even between these two, there's some stark differences that are important to relate here.

For one, its well understood that D20 is generally a more scripted, or rather, structured experience. They largely have an episodic format with a relatively brief time limit, and early on this was very specifically structured, with a combat episode every other episode. The game was still genuinely being played, improv and all, but they also established a very firm story spine, if you will, ahead of time.

But in addition to this, D20 is often much more consciously performing for the sake of an audience, and you can pick this up when you watch enough of it, as the people who come on and don't do so stick out; usually they're the ones getting more invested as opposed to just reacting.

With Critical Role, however, as much as people try to make the leap from "professional voice actor" to "this is all scripted", its actually very apparent that they are embracing a more open ended structure to their games, even while also integrating pre-planned terrains for certain fights.

But whats especially key is that there's a huge difference in what the players are doing. While CR is no doubt aware they have an audience and play to them, this group is genuinely playing for their own sakes, and we can see that because there's genuine investment and attention being paid by the table even when its just one person dominating a scene. A great example is in Campaign 2 when Travis finally commits to roleplaying romance (with his actual wife, ironically).

When the pair are going through the scene where their characters kiss for the first time, this clearly isn't a bit or a melodramatic performance for the sake of the audience, and the whole table is fully invested in whats going on, not just for the story of it but also because of what it means for Travis himself in being more vulnerable in that moment in doing something he'd been uncomfortable with up to that point.

CR is littered with stuff like that, and their audience doesn't find it entertaining because it was specifically meant to, but because the personalities involved are captivating and genuine in how they play.

The reason why this is, especially compared to D20, is I'd argue related to them approaching the improv they're doing much more closely to how the original improv games were done. These players are highly present in the moment to moment of play, which was the entire point of improv as a teaching tool for acting. And when they are actually just performing, it sticks out like a sore thumb.

And we can see how this shakes out when these two shows inevitably overlapped, when Brennan in particular ran Calamity, and is reported as saying it was the best game of DND he ever had.

While Calamity wasn't the standard CR cast, it did include Lou Wilson whose a d20 regular, and yet we see that Calamity falls right into the same space standard CR does with regards to how they're approaching the improv, which I personally think goes to show that this goes down to the structure they're employing, and the overall point of the experience in the background.

Calamity was structured with at least a fixed endpoint, if not a loose plot, but it wasn't a performance, and this shows with how not only Brennan Lou seamlessly fitting into the dynamics at play, but also the brand new people (at the time) in Aabria and Luis.

While I haven't gotten up to watching it, I wouldn't be surprised if the same effect happened going the other way with The Ravening War where Matt DM'd on D20.

So, to bring it all back as I clearly rambled a bit, what I'm getting at is that while improv can be performed for an audience, it isn't strictly about that. Nor is it, I'd argue, a matter of RPGs being a case of players being both audience and performer.

I think improv is inherently captivating because of the genuine presence it can lead to, which is just as captivating for the players as it might be for anyone watching, and if anything, if you approach it as a performance, you probably suck at it still, and people can tell the difference even if you're still managing to be entertaining. (Most of D20 are also comedians...)

This actually brings to mind a nice little reference:


The late Alan Rickman is recalled as saying that, after Tim Allen felt intensely uncomfortable after this scene, that Tim had finally discovered acting. Tim achieved high presence in this scene, and this carries through to it as part of a deliberate performance, standing out from much of Allen's other films.

Part of this is because Allen is a Shatner like actor to begin with, so there's not a lot of barriers here (and this is part of what made the casting and writing for Galaxy Quest brilliant, as everybody was written and cast along these lines), but it also comes down to scenes like that one, where he had developed a real emotional vulnerability.

Improv as a tool teaches us how we can do that as part of being an actor, but we can also do improv for its own sake, because this kind of vulnerability is enjoyable in of itself, not just for people watching, but for the players as they do it.

After all, this is why kids enjoy playing pretend, and is why it can often be said that learning how to both improvise and play RPGs involves learning how to be a kid playing pretend.

A lot of people get hung up on what they think improv is, but for me, I keep finding this direct parallels all over the place, and any topic I read now about some RPG problem or concept, I can't help but draw the connections and throughlines back to improv dynamics.
 

kenada

Legend
Supporter
I think a lot of the initial jolt of me suggesting someone could jump in and say it was a prank is rooted in the fact that with improv, you're establishing facts about a scene simultaneously with acting out whatever is going on. Ergo, if you're more specific about hard details, and take some time to lay those details out, you can make it easier for everyone else to follow you. If you spend time identifying more of the scene, explaining the senses from your perspective, then when people jump in they can more accurately work with you without stepping on your toes.

But, thats not the only way this could shake out. Given the contextual assumptions and knowing my own instincts, if you introduced that scene while I was Keeping, I'd probably immediately jump in as the innkeeper or an authority or something, and unless the Party is all in the same room, me and you are probably going to go through some amount of that scene before anybody else is able to jump in, and that's also going to establish the scene much more firmly, which would organically preclude something like the prank angle from being introduced.
I’ve trimmed your response down to these two paragraphs because they get to the heart of why I don’t think Events are analogous to kickers. If there’s something a player wants to explore, your Events system would have them add more detail while a good kicker should invite exploration. If a kicker has too much established, you’ve taken things off the table for play later. I also think that since the Keeper could have the answer show right up, it’s not quite the same either. Kickers are supposed to be a way for players to make the game about what they want, so if they get resolved immediately, then that defeats (or undermines) the point.

Re: Kickers, I actually have a specific system, Birthsigns, that I've been developing, which mechanically combines Changeling's Quest/Ban mechanics with DCC style Luck. While the gameworld is dripping with very specific themes about the conflict between destiny and free will, which are reflected in this Birthsign system, what you as a player might explore throughout play isn't strictly that.

Instead, it provides a framework to explore many kinds of internal and external conflicts, and to define them for yourself throughout play. To give an example of what a Birthsign looks like:
Do Birthsigns allow players to define their own instigating event? For example, say a character with the Wildfire Birthsign receives a letter from a courier saying that an orphanage was burnt down with the same signature style as his own flames (assuming the character chose to attune fire). That doesn’t make sense to the character since the character was home last night, but they want to find out more, so it’s time for an adventure to find out and/or stop whoever is causing this trouble. (Assume that the group, tone, etc supports this particular set up; and everyone is on board with stopping this villain.)

⁂​

My game uses goals for players to set the direction of play, but it’s on them to accomplish them, so they’re not really kickers. (One change I’m considering is that the two individual goals should consist of an intrinsic goal and an extrinsic one, but I don’t think that would matter.) If the players do things other than those goals, they’re simply not accomplished (as has happened a few times over our 40~50 sessions).

While the game is about the PCs, and they drive play, it’s still an adventure game at its heart. We’ll discover who the characters are by what they do, but play is not oriented around that specifically. As mentioned before, players also have very limited content authority beyond who they are and what they’d done (as recounted via their Wisdom), so inserting something to kick off play would be difficult. At best, they could pitch something like that as the campaign goal during the first session.
 

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