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It’s a sum m e r’s d ay and I’m running a gam e in m y
b ack gard e n. M y onl y pre paration for th e gam e is
scrib b l
e d w ord s: “D e coy te am ”, “H ote l
”, “Som e th ing
bl ow s up”.
Five ye ars ago, I coul d n’t h ave run a gam e th is w ay. I’d
h ave pre pare d for h ours b e fore a gam e , arriving w ith
sh e ave s of note s, rail road ing pl aye rs th rough m y
ad ve nture .
Play 1
Play ...........................................................................2
Stop w ork in g............................................................ 3
D on 'tplan ah e ad ......................................................4
H old id e as ligh tly ..................................................... 5
Be ave rage .................................................................6
A borin g e xpe rim e n t.................................................7
Be obvious .................................................................8
A n obvious e xpe rim e n t............................................ 9
Letyour guard d ow n ..............................................10
D on 'tpre te n d .........................................................12
M ovin g forw ard ..................................................... 13
GM in g an ad ve n ture w ith outplan n in g................ 13
Build 15
Build .......................................................................16
Sh ootin g id e as d ow n ...............................................16
Buildin g on id e as ....................................................20
Ye s, A n d ................................................................. 21
Im agin e ife ve ryon e builton e ve ry id e a..................22
Sh ootin g id e as d ow n d e libe rate ly ...........................23
M ovin g forw ard ..................................................... 24
ii
Te lls torie s 35
Te llstorie s ...............................................................36
Cre ate routin e s an d bre ak th e m ..............................37
Cre ate platform s an d ad d a tilt...............................39
Cre ate a status re lation sh ip an d alte r it................. 41
Cre ate a m yste ry an d solve it................................. 42
D e live r on your prom ise s ....................................... 43
R e in corporate ......................................................... 44
A n um be r guid e lin e ................................................45
Th e trouble w ith trouble.........................................46
A n ord e rin g guid e lin e ............................................47
Tw o good w ays to startstorie s w ith trouble...........49
M orald ilem m as ......................................................50
Ge tto th e action ..................................................... 51
K e e p th e action on stage .......................................... 52
Justify ..................................................................... 53
M ovin g forw ard ..................................................... 54
iii
Afte rw ord 68
Th ank s 73
iv
Th e n, in Buil d , I'l
ld e scrib e h ow w e ofte n k il loth e r
pl aye rs' id e as. If, inste ad , w e tak e id e as and run w ith
th e m , gam e s tak e fligh t.
Final l
y, in W ork Toge th e r, I'l
ltalk ab out pl aying w ith
oth e rs. W h e n you w ork w e l lw ith oth e rs, w h e n you
put on a sh ow , w h e n you scre w w ith oth e r pl aye rs,
your gam e com e s to life .
For e xam pl
e:
• “D o noth ing!”
• “Stop trying to b e cl
e ve r!”
vi
Explanations
O fte n, in th e se e xam pl
e s, I assum e th at gam e s h ave a
GM (Gam e M aste r), w h o runs th e gam e . Som e m od e rn
gam e s d o noth ave a GM : h ow e ve r, th e e xam pl e s m ak e
se nse ifyou re ad “GM ” as “A noth e r Pl aye r”.
vi i
R ole pl
aying gam e s can ge t too se rious. W e b uy sh e l
ve s
of th ick b ook s. W e pl an d e tail e d ad ve nture s. W e
m e m orise rul
e s.
In th is se ction, w e 'l
le xpl ore w h at h appe ns w h e n you
th row th e se rious stuff aw ay: w h e n you stop trying,
stop pl anning and l e tyour guard d ow n. In pl ace of th e
se riousne ss, I'll d e scrib e an e ffortl e ss w ay to pl ay,
w h e re you stop trying to b e good b ut, ofte n, you're
b rill
iant.
Play
M any rol e pl
aye rs pl an ah e ad . Th e y h ave an age nd a for
th e ir ch aracte r, w h ich th e y push forw ard , l ittl
e by l
ittle.
D on’tpl
an ah e ad . Th e re are m any re asons notto.
Be ave rage
If, w h il
e gam ing, you can’t b e cl e ve r or try h ard , w h at
can you d o?Th e answ e r is: b e ob vious.
w as ob vious.
Natural l
y, not e ve ry “ob vious” th ing you say w il lb e
b ril
liant. O fte n, w h at you th ink is an ob vious ne xt ste p
in th e story w ill, ind e e d , b e an ob vious ste p in th e story.
Try to b e b ril
liantand you’l
lfail
. Be ob vious and , ofte n,
you’llb e b rill
iant.
10
W h e n rol
e playing, w e ofte n pl
ay safe . W e d on’t w ant
to give anyth ing aw ay ab outourse l
ve s.
A nd , ye t, pl
ay is m ore inte re sting w h e n w e l
e t our
guard d ow n.
11
Pe rsonal l
y, I narrate sh ooting pre gnant w om e n and
fe e lnoth ing. But I ne ve r narrate m y ch aracte r’s fath e r
into rol e playing gam e s: b e cause I d on’t w ant to pl ay a
ch aracte r w h ose fath e r suffe rs. It’s too cl
ose to th e b one .
12
13
In th is ch apte r, I'l
ld e scrib e re asons w h y w e sh oot
d ow n id e as uninte ntional l y, e ve n unconsciously. Th e n
I'l
l d iscuss h ow to pl ay coope rative l y inste ad , b y
b uil
d ing on e ach oth e r's id e as.
Pl
aye r: “I se arch for anoth e r e ntrance !”
GM : “No, th e re ’s onl
y th e m ain d oor.”
Pl
aye r 1: “I force you to k ne e lin frontofm e !”
Pl
aye r 2: “I b re ak fre e and stand up.”
16
1. W e sh ootid e as d ow n in life
O th e r pl
aye r: “I k nock on th e tave rn d oor, l oud l
y.”
Me: “I stop you! I grab your h and and pul lyou
into th e sh ad ow s.”
H e re , th e oth e r playe r sh ot m y id e a d ow n, th e n I sh ot
d ow n h is: h e nce , noth ing e nd s up h appe ning.
18
Pl
aye r 1: “I fling m anure atyou!”
Pl
aye r 2: “Itm isse s!”
Pl
aye r 1: “I force you to your k ne e s!”
Pl
aye r 2: “I ge tup.”
19
Pl
aye r: “I se arch for anoth e r e ntrance ”
GM : “O K ! Th e re ’s a sm al
ltrapd oor b e ne ath th e
ram parts.”
Pl
aye r 1: “I force you to k ne e lin frontofm e .”
Pl
aye r 2: “I b e g for forgive ne ss.”
Pl
aye r 1: “I force you to k ne e lin frontofm e .”
Pl
aye r 2: “I ge tup and force you againstth e w al l
!”
Pl
aye r 1: “Sh e m ove s tow ard s you se d uctive ly.”
Pl
aye r 2: “I run h e r th rough w ith m y sw ord .”
Building on ide as
D oe s th is se e m e asy? W e l
l, it is, and it isn’t, and th e n it
is again. To e xpl ain…
20
Ye s , And...
W h e n you b uil d on an Try pl aying w ith e ve ryone
id e a, you say an im pl icit saying "Ye s, A nd ...".
"Ye s, A nd ..." to th e id e a. If
w e m ak e ite xpl icit: Playe r 1: "Sh e m ove s
tow ard s you
Pl
aye r 1: "Sh e m ove s se d uctive l y."
tow ard s you Pl
aye r 2: "Ye s! A nd I run h e r
se d uctive l
y." th rough w ith m y
Pl
aye r 2: "Ye s! A nd I run h e r sw ord ."
th rough w ith m y Pl
aye r 1: "Ye s! A nd sh e d ie s
sw ord ." on th e fl oor."
Pl
aye r 2: "Ye s! A nd h e r
Try saying "Ye s, A nd ...", in fath e r figh ts m e ."
re sponse to oth e r pe opl e 's
id e as, b e fore you've You'l l b uil d a story
Ye s , And...
21
Firstl
y, you couldn ’t plan ah e ad . Eve ryth ing you d id
w ould b e b ase d on som e one e l
se ’s id e as: th e re ’d b e no
ch ance to plan.
th e y gave you.
For e xam pl
e , ifI say:
• “I k ne e lin frontofyou.”
22
23
24
In th is ch apte r, I'l
ld e scrib e h ow status te ch niq ue s can
b ring your ch aracte rs to l ife .
I'l
le xpl ain h ow to pl ay h igh status - k ings, h e roe s,
god s - and l ow status - se rvants, b e ggars, fools. I'l
llist
trick s you can use , at th e gam ing tab l e , to raise and
low e r your status. I'l
lconsid e r th e d iffe re nt sorts of
status in role pl
aying gam e s.
Al
lstorie s, in som e w ay, are ab outstatus.
• Ste ph anie is a m il
k m aid from a poor fam il
y
26
Sim il
arl
y, tak e a h igh -status ch aracte r:
A nd b ring h im l
ow :
... untilh e l
ose s itin a card gam e .
A gain, you h ave a story.
But you can use status in any gam e . You can inve nt
Storie s and s tatus
27
• H ol
d e ye contact
• K e e p stil
l, e spe cial
ly your h e ad
• Tak e up l
ots ofspace
• Rel
ax
Sim il arly, to pl
ay l
ow status - a se rvant or a fool- try
th e follow ing:
im m e d iate l
y
• Tak e up as l
ittl
e space as possib l
e
28
29
• Spe ak h e sitantl
y, as th ough you e xpe ct to b e
inte rrupte d
Status is e m otional
1. H ate it.
2. Can't.
30
31
Th is m ad e gam e s d ul l. Pl
aye rs clung to th e ir status
je al
ousl y, afraid to d o anyth ing e xtraord inary, for fe ar
ofre trib ution.
32
Th e n, in role pl
aying gam e s, th e re is Pl aye r Status and
Ch aracte r Status . A pl aye r w h om e ve ryone ad m ire s
(h igh status) m igh t pl
ay a b e ggar (l ow status). A noth e r
pl aye r m igh t ne rvousl y (l ow status) d e scrib e h is
pal ad in sm iting non-b e l
ie ve rs (h igh status).
w il l
, ofte n, play th e l e ad e r of th e party. A l ow -status
pl aye r, w h o find s it h ard to inte rrupt, w il l h ave
d ifficulty pl aying a h igh -status ch aracte r.
33
34
In th is ch apte r, I'l
ld e scrib e trick s to te l
lstorie s: to start
th e m , e nd th e m and m ak e th e m spark l e . M any of
th e se trick s ove rl ap, b ut th e y're b e st consid e re d
se parate l y.
Te lls torie s
36
H e re 's a sim pl
e , e ffe ctive trick to starta story.
• W e are h unting in th e w il
d e rne ss.
37
• W e are h unting in th e w il
d e rne ss...
... w h e n w e h e ar a roar l
oud e r th an w e h ave e ve r
h e ard b e fore .
• W e go tow ard s th e roar...
force ...
38
For e xam pl
e:
Pl
aye r 1: "I sitd ow n. 'Eve ning, D ave .'"
GM : "Th e b arm an l ook s atyou. H e fl ick s h is
e ye s to a tank ard ofal e h e 'd poure d as
you cam e in. 'You'l lb e w anting th at.'"
Pl
aye r 1: "'Ye ah ,' I say, d rink ing it. 'Q uie tin h e re ,
isn'tit?'"
and so on.
W h e n you ad d a til
t, you introd uce th e d ram a.
Pl
aye r 1: "I d raw m y sw ord and aim th e pointath is
39
...and so on. A l
lth e non-d ram atic d e tail
s ad d to th e
story.
40
41
Tilts are good for cre ating m yste rie s. H e re are som e
m yste ry-cre ating til
ts:
• "You re al
ise th e b e e r is poisone d !" (W h o poisone d
it?)
Th e y're stil
ltilts, b ut th e y're w e ak e r: th e m yste ry h as
gone and , w ith it, te nsion and anticipation.
42
For e xam pl
e:
44
45
46
...is O K .
47
• Sw ord sm e n b urstin!
• Sh e pul
ls a gun!
Tw o particul
ar m istak e s th atGM s m ak e are :
48
49
W e ad d th e d il e m m a: w il
lyou h e l
p your col
le ague s or
tak e th e tre asure ?
By forcing in a m orald il
e m m a:
50
• W e 're going to k il
lth e usurpe r!
So w e stal
l. W e putob stacl
e s in th e w ay.
l
ik e th is.
51
... W e k il
lth e usurpe r!
... W e d iscove r th e tre asure !
... W e uncove r th e m urd e re r!
Th e n, d e cid e w h ath appe ns ne xt:
52
W h il
e pl aying Lacuna, a pl aye r d e cid e d a M r
Ph ylacte ry w as invol ve d in a m yste ry. W e d id n't k now
w h o M r Ph yl acte ry w as, b ut truste d h e w oul d be
introd uce d , l
ate r. In th e follow ing gam e , w e e xpl ore d a
h ospital, and d e cid e d th e m anage r w as M r Ph yl acte ry.
Note th e ove rlap w ith cre ating m yste rie s. By cre ating
som e th ing to b e justifie d , you im pl icitl
y cre ate th e
m yste ry "W h at's th is th ing?". W h e n you justify, you
solve th atm yste ry.
finalch apte r.
53
54
Firstl
y, I'l l d e scrib e th e positive sid e : giving oth e r
playe rs a good tim e , trusting, l
osing grace ful ly.
56
57
W h e n you l ose , l
ose e nth usiastical l
y: re l
ish l
osing
figh ts, b e ing caugh t, b e ing b e rate d .
Trus t
58
R e ce ntl
y, I pl aye d R une q ue st, and w asn't e njoying it.
A n h our in, a d ragon fl e w tow ard s us, re ad y for a
figh t. Se ve ral tim e s, I rol le d to attack and m isse d .
Bore d , I d e cid e d to m isb e h ave .
59
60
61
Th e re is a gam e cal l
e d Bacch anal , ab out se x and
d e b auch e ry, w h ich I am afraid to pl ay. I'm too ne rvous
to sugge st pl aying it, too appre h e nsive to run it. W h e n
I m e ntion itto oth e rs, th e y l
ook ne rvous too. Be cause it
scare s m e , I sh oul d play it.
I re ce ntl
y pl aye d Trave l le r at a conve ntion. I'd ne ve r
pl aye d Trave l le r and im agine d it b oring. Inste ad , it
w as gl oriousl y ol d -fash ione d : I fe l
tl ik e a te e nage r,
pl aying a space m an w ith a l ase r pistol . For th re e
h ours, I conspire d against oth e r pl aye rs, e njoying
e ve ry m om e nt.
62
Puton a s h ow
63
Ene rgy
Le t's b e b l
unt: your job , as a pl
aye r, is to pl
ay w ith
64
• Sitting q uie tl
y for a fe w m inute s, pre fe rab l
y in th e
sun.
W arm up
• W al
k ing around .
• Fl
ick ing th rough th e gam e te xt.
65
Fitinto th e group
Fitinto th e group
• Th e GM sh oul
d run th e ad ve nture .
66
• Gam e s sh oul
d tack l
e se rious issue s
• Be ing l
oud is good ! Itm e ans you're e nth usiastic!
• Be ing l
oud is inconsid e rate to pe opl
e around you.
67
A nd th at's th e e nd .
68
D un ge on s an d D ragon s
Now pub l ish e d b y W iz ard s O fTh e Coast
h ttp://w w w .w iz ard s.com /d nd
CallofCth ulhu
Ch aosium , Inc
h ttp://w w w .ch aosium .com /
W h ite W ol f
h ttp://w w w .w h ite -w ol
f.com /
In m y l
ate tw e ntie s, I pl
aye d th e l
ive -action ve rsion of
Vam pire , cal
le d M ind 's Eye Th e atre . Th rough out th e
69
H e roQ ue st
Pub l ish e d b y Issarie s, Inc
h ttp://w w w .gl oranth a.com /
Th e gam e s
A sm al
l-pre ss fantasy gam e b y R ob in D . Law s.
70
71
Stitch
b y Iain M cA l l
iste r (in d e ve l
opm e nt)
h ttp://w w w .giantb rain.co.uk /
R un e que st
O riginal
ly pub l
ish e d b y Ch aosium
Th e gam e s
72
73
74