It won an award, and I felt like I could take on the world.
The original lives here. You know you want to click it. Do it.
But let’s take it for a spin again—revised, now, for Carrier-Bag Play. This one is not meant for oneshots of Swords Without Master like my old workshop. It steals my favorite element from character creation in Swords... Because the first exercise is nearly the full character creation from Swords Without Master. Muhaha!
The purpose of this workshop is threefold:
2) To make the characters as important as the world.
3) To get people all jived up about the characters: This is how they look *points at picture*, This song is their battle ballad DWIDDLEDIDDLEDING. Oh that's cool, where'd they get that scar?!
I’ll explain below why each exercise matters, and why they’re ordered this way.
For the facilitator, before the workshop starts in earnest!
I’m not saying roleplaying is acting.
I’m saying that it is full of immersion.
One thing I’ve learned from clown theater in that regard:
The best way to get people to be immersed in their role as a clown, or as an audience-participant, is to loosen people up—to make vulnerability safe. The best way to get there is doing something even more silly beforehand. This should be done from a position of sincerity, not ironic distance.
And that fosters immersion and empathy.
In clowning, it’s props: red noses, ridiculous costumes combined with endearing ineptitude.
In this workshop, your tools are more limited—but the bar is lower too.
Channel your energy. Be a fool. Be a host. Be a wizard.
Channel your inner super anarchista sexi-stupido or serious storyteller gamemaster grandioso maximoso energy as you bid them welcome before the workshop starts. Don't pick what you think is right, pick what you know is you.
You know your tone—I am not your mom!
MAXIMOSO ENERGY
"Today, we will forge one another into boon companions from these beautiful nerds!"
(Big arm movement)
"We will ponder one another’s sheets like the pond-fawning wizard!"
(Pick up pen)
"And we will write down what we find dear!"
(Slam hand onto index cards. Distribute treasures with trembling hands.)
"Whenever we need inspiration, we will look to these scrolls."
"So we can fight demons as easily as we rest around the campfire."
"Come. Let the ritual commence!"
Or more kind and just as good:
"We’ll be playing an adventuring workshop. Its purpose is to open one another’s eyes to our characters—and splash a little color on each other from a place of loving interest."
"It’ll show how a well-placed How or Why can tie strong bonds between us."
"And yes, there’s a chance to get a little theatrical, if you’re into that."
Cool, we play.
(Play-Aid Link)
Play this in order. This is not a salad to be tossed at will.
Get your most satisfying pen, your most treasured Kindle, your best paper.
All present should write what others say down—in whatever way feels rewarding.
Each player should find a song, a picture, a drawing, some media that says something about their character.
Greet Yourself Arriving
Make all the players say the following about their character, in order. Exhibit the piece of media from the player in focus for all to see or hear. The Player then states about their character:
Who they are.
Who matters to them. Friends, Lovers, Enemies and why it matters.
What matters to them. mementos, equipment, places and why it matters.
If and what they would die for. And why
After each introduction, everyone then ask questions. Each question must incorporate an element the player mentioned, and all begin with:
"What would [character] do if…"
"How would [character] [action]…"
I See
Choose a character. Every other player imagines something they could see that character doing—no order, rapid fire:
"I see Degu stuffing himself when he has the opportunity."
The player of the character in question can answer with.
"I see that.
Or
"I do not see that."
They should afterwards build on their own answer.
"I see that and/because he is afflicted with the curse of the hunger god"
Go around until everyone has had their turn, their fill.
Boon Bonds
Each player states why they travel with another character:
"I travel with you because [reason], because I have seen you [do something]."
The responder may accept or reject what they’ve seen, as in I See, but they may not reject the reason itself.
All present may then ask:
"Why is [reason] grounds for you two traveling together?"
Everyone builds on the bond. The responder replies again as in I See.
Repeat until everyone has reasons to travel with one another.
Quoth!
Invite each player (if able and willing) to stand, take a pose their character would assume, and speak a phrase that sums them up. If someone freezes, let them pass.
"Thanks for the meal. And do you want to be freed from the burden of will?"
Other players may jump in at any moment—without interruption—to pose and speak their own, if they feel
Player 1: "Thanks for the meal. And do you want to be freed from the burden of will?"
Player 2: "Aaaaand THAAAAANKS FOR THE SAUSAGE!"
Cheering, gasps, hollering or applause are much encouraged!
You are now boon companions!
Ok-ok-ok-ok now LADIES! (And gentlegirls, and ladymen, gentlemen guys ,gals and nonbinary pals!)
So why these rituals, and why this order?!...
...Why these exercises?
Pen in hand
Taking notes is an act of loving interest.
But don’t bind others to your note-taking standards.
Some people scribble.
Some people z̶̩̲̞̰̺̻̙͚̙̹̽̐ͅa̵̢̠̰̥͉̋̒̿́́́̈́͘̕l̴̨̮͚͎͓̞̜̰̤̲̤͇̦͊͆̀͒̕ḡ̵̛͕̼͉̯̤̗͙̭͓̈́͗͗̂̄̂̅̊͆̀͒͋̌͘͝ơ̷̢̭̆́͛̌̒̂̃̋̄̚͜͠.
Some write novels.
Some draw.
In all cases writing is an act of devotion borne from listening.
And media is just cool.
Greet yourself arriving
If you are a GM, you should furiously be taking notes: Uou have your own pictures/ideas/PrEpwOrK and what the other players find useful, you can draw lines between mentioned elements and places on your list.
Then you barf up rad shit combining it for rad pulpy adventures.
More about this PULP method another time.
Anyways.
It is always good to know what someone is willing to die for in high stakes adventure gaming.
All players should have a good sketch of each character in their mind's eye (or their notes) after this.
I see
I see directly trains each player to ask interested questions: interest because it is not in order, and not forced.
It teaches all present that a No is as good as a Yes, but it is ultimately what comes after that is important. It becomes Ok to say No, but imperative to say and/because.
Everyone gets to be in the positive spotlight of another's imagination. Gentle hands offering deformation and affirmation.
Boon Bonds
Now ties are made. We see what one character sees in another character. We dig into their interiority, just a little. We can see if there are problems providing that interiority, and can afterwards steer the game accordingly.
We make sure that everyone has a reason, at least for the session, to be companions.
Qouth
Quoth is risky. I have seen it flounder, and nobody is willing to rise. That is fine. Gently say that you skip the exercise.
When it runs, it's magical. Everyone loosens up. The atmosphere takes on its proper (that is the shared, but-allowed-to-be-disparate) note. Everyone feels the(ir) mood of the session both in and coming from their bodies.
A player may stand alone—or another may join. Boon companions, after all.
In this moment, acting or cheering, all present become clowns: It's hard to not reflect the energy going on. Silliness and theatricality, both seen or lived, opens up the heart. It makes vulnerable and takes the outside in. Adrenaline rushes in. Fills the anxiety-ridden mind with immediacy.
And then all present clap and cheer - just like when a clown has gone on to their destiny (exit stage - you are only here while you are here, you know) and the improvisation is over.
Not because it was grand, or beautiful, or funny - it absolutely does not need to be. But simply because you put yourself out there.
And let me tell you, nothing beats being a clown.
Ughhhh I’ve GOT to get more clown…. The circus calls…
ReplyDeleteDo it! Do it! Do it!
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