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The Dragon’s Breath #12
30 April 2003
Improvisation:
Game Mastering On the Fly
By Todd Secord
You’ve just spent the last week preparing
a long and involved segment of your adventure. A short way in, the characters
suddenly find themselves stuck on a problem you didn’t anticipate, and
next thing you know, their solution sends them off on a tangent for which
you have no notes. In order to save the session, you must now improvise.
Improvising is a skill that all GM’s must learn to master, and the better
you get at it, the better your sessions will be. Improvising, however,
is usually associated with quick witted comedians and actors; it is a
skill that they continue to practice and hone, and some are better at
it than others. For Game Masters, practice does make perfect, and just
like with actors and comedians, you will find that some of your best thinking
and ideas will come to you "on the fly." I guess the question
is, "How do you train your mind to think smoothly and creatively
during the pace of an ongoing game session?" Easy, you cheat. Here
are some tricks and techniques that I’ve developed over the years ….
Act Natural
When you find yourself in uncharted territory
with the players, don’t let them know. You can never say anything like,
"Sorry guys, you can’t go to the Town of Mooa-Mooa because, well,
I don’t have any notes for it …." You’ve just completely ruined the
flow of the session. That’s no fun. Keep going, no matter what; keep your
composure. If the players sense that you’re making things up as you go,
they may get the feeling that their actions are suddenly not as important
to the campaign as a whole, and once they sense weakness, the session
runs in danger of becoming a joke. This is where your GM’s screen becomes
important: flip your papers looking for imaginary points of fact, roll
dice here and there for no reason, and so on. Never stop to think; just
react to their actions. Never admit that you’re improvising. There’s no
harm, though, in calling for a "washroom" break to quickly collect
your thoughts and plan something new. J
Don’t laugh, I’ve done this.
Know Your Stuff
When preparing for a session, you have
detailed notes for specific encounters, but don’t be afraid to consider
elements outside of the adventure’s scope. You can sketch notes on these
points, but having them in mind in most cases is good enough. If you at
least think about what the Town of Mooa-Mooa is like, then you have a
working idea of what to expect from yourself when the characters get there.
In other words, expect to improvise.
"Wild Cards"
Having extra NPCs ready to act as "wild
cards" in times of need always helps. These NPCs could already be
re-occurring characters or ones that are completely unrelated to the core
adventure. Attempt to introduce them quickly, using their motivations
as a starting point to direct the new tangent. Good source products always
include a number of fleshed out NPCs. They’re available to make life easier
during preparation, but you can also use them on the fly for emergencies.
Green Ronin’s Denizens of Freeport is an excellent product in this
respect, because each NPC comes with quick story hooks.
"The Road Block"
Reducing the amount of improvisation needed
by "steering" the characters back into what you have prepared
is always a good strategy. It’s a simple trick, usually best solved by
having a more superior force or monster stand in the characters’ way,
forcing them to turn back. An unexpected meeting/ambush by a "Wild
Card," an errant dragon, or some really nasty weather all offer ways
to stop the characters in their tracks and possibly get them to re-think
what to do next. The Wild Card solution is a great one, because an NPC
may provide information or clues that can re-connect the characters to
what you really need to happen.
"Stall Tactics"
Stalling an encounter or situation is
a subtle way of buying yourself time to regroup. Yet stalling also extends
the PCs’ time to re-visit a clue that they may not be getting or to catch
onto a new path that the GM is hastily building. Some stall tactics may
include enlarging the scope of a battle or having a PC captured.
"High Jacking"
The "high jacking" technique
is a simple diversionary tactic, designed to "run the clock out"
on the session so you can sit down later and rethink matters clearly.
The characters go off on the tangent, and you just simply introduce a
completely different dilemma that has nothing to do with your notes or
their intent. This could mean the characters finding themselves being
followed by a mysterious "Wild Card" or a mini-adventure that’s
been floating in your head anyway. The "One Hundred Adventure Ideas"
sidebar in Chapter 4 of the DMG has a random list of simple adventure
seeds to get your brain moving.
"Transporting"
Your dungeon was supposed to occur in
one location; the characters decide to go to another. Easy. Move your
dungeon over to the new location. With a little modification and a well-placed
rumour, you should be back on track. Of course, this strategy assumes
site-based adventures. Event-based adventures may be a little trickier,
but nothing a Wild Card couldn’t handle (see how handy those suckers are!).
"Exaggeration"
OK, things may not be going according
to plan, but that doesn’t mean you don’t have enough to work with already.
If the session is going poorly, you might as well go for the gusto and
blow it wide open. In other words, bring out the big gun NPCs right away.
Have the main villain appear early. Instead of a tribe of orcs, make it
an army. The Doomsday Device that the characters were supposed to disarm
suddenly goes off — let the aftermath be the adventure. You’ll be amazed
how refreshing it is just to let yourself go and have an evil demi-god
show up for no reason at all.
Protect the Body!
Sometimes, it isn’t what the characters
do that forces you to improvise, but what they won’t do. A superhero
game I was running recently involved a perfect example of this situation.
A PC was meeting an old friend who came to warn him of an impending evil
plot. During the meeting, the friend was murdered by operatives of an
evil organization, but on the friend’s person was a clue to move the adventure
to the next phase. For some reason, the PC couldn’t understand that he
should protect his friend’s body from being taken by the evil organization
(which believed the clue was there and wanted it for its own). The PC
was too busy saving his own bacon and the other PC’s were oblivious to
the situation, so our hero let one of the villains sweep the body up and
make off with it. No clue; no clean connection to the next part of the
adventure; a potential awkward moment in the middle of the session. What
did I do?
First, I didn’t panic. Second, when I
began to sense the way things were going, I immediately introduced three
more villains into the fray (Wild Cards), one of which was a major
NPC villain (Exaggeration). Revealing him early suddenly
upped the ante on the encounter, and the PC’s refocused on what was really
happening. The PC’s thought, "Why do the villains want the body so
badly?"— and then they started to act accordingly. Introducing the
three extra villains extended the battle and thus gave the PC’s time to
catch on (Stall Tactic). All the PC’s acted of their own free will,
and by using these techniques, I smoothly and without hesitation steered
the adventure back onto the course for I was prepared for.
For a GM, the key to improvisation isn’t
so much about having a quick mind. It’s more about having a good Plan
B.
Cheers!
Next Week: In The Dragon’s Breath #13,
we know that Scott has something in the works, so stay tuned!
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