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The Plot-Outline
Fourthly, know your plot. To be able to improvise, you'll
need to know where you are heading, at least more or less.
Take a sheet of paper and jot down the essentials of your
adventure. Start with the central task your player characters
will be performing: "rescue the princess", "uncover
the cult", "find the magic item", "fight
the evil mage", or whatever blurb you can think of. There
is no need for originality here. Most adventures, even the
published ones, work along similar plot outlines. The same
is true for mystery novels, action movies or computer games.
The important thing is not what we do, but how we do it. If
your inspiration ever falters, take a look at your past notes.
There is bound to be some unfinished business in your campaign
that you can pick up again. If not, use something in your
PCs' background to start a new plot line, for instance a father
dying, a brother disappearing or reappearing, an old friend
calling in favours.
Once you have defined your general course, you should start
with the ending. What is the goal of your players, and what
kind of showdown do you imagine? A typical climax would be
the fight against the villain. Who is, by the way, the next
important thing you need to note down. Forget about the stats,
you can make those up during the game. All you need is a name,
his function in the plot and a few words of characterization.
The easiest way to define a character is by analogy. Let's
say your bad guy looks like Christopher Lee and acts like
Goldfinger - that should give you an impression of how to
role-play this particular NPC.
Now you need to do the same for a couple of other important
NPCs. These could be allies of the player characters, their
employer or people with essential clues. Then throw some obstacles
in the PCs' course, i.e. complications and opposition. Who
is in league with the villain? What conflicts, beasts or enemies
could be encountered on the players' way to the showdown?
You might want to add a subplot or two, story-lines which
are only peripherally connected to the main task. A love story,
a political crisis or some mysterious astral phenomenon might
add colour to your plot. Finally, you will have to find a
beginning. This should be an event which quickly draws your
player characters into the action, and which sets them on
course. Reviewing your notes, you will see that this single
page filled with a few names and events is enough for you
to be able to visualize the adventure. The outline is ready;
all the details will be fleshed out on the fly during the
game.
Finally, you may prepare templates. Many GMs like to have
a binder full of standard NPC stats, random encounters, a
bestiary and floor plans of typical buildings of the Old World
handy. Publications such as "The Enemy Within" or
"City of Chaos", and of course the rulebook itself,
provide most of the material necessary. More experienced GMs
will be able to improvise stats and floor plans as well as
plot elements, based on their knowledge of the rules and the
game world.
Winging It
With your notes ready and the pillars of your plot firmly
installed in the back of your head, you should be able run
most of the game on the fly. Not having prepared the details
of the adventure will actually make you freer to react to
what your players do. This is what improvisation in games-mastering
is all about: Let your players take their course and quickly
adapt your storyline to it. If you had written dozens of pages,
you would hate to miss out half of it simply because the PCs
won't do what you want them to do. So you would force them
on your course, in a more or less subtle way.
Improvised games-mastering works the other way around. While
you do convey goals to the players, you let them decide which
way they take to achieve them. Hence the first and the last
rule of improvisation are: listen to your players! The players
will talk to each other all the time about who is behind what
conspiracy, about where could be which trap, about who is
the bad guy and why. Let them talk, and don't give away too
much information yourself. More often than not, the players
will come up with ideas that you didn't think of. Sometimes
these ideas are better than yours, or they work better the
way the game now develops. Use these ideas to change your
game for the better! The players will think that they have
cleverly worked out what you had planned for them. Let them.
Listening to your players also means that you have to be
sensitive towards the development of tension. If the players
start to lose interest in the game, maybe because they don't
know what they are looking for, or because things develop
too slowly, it is time for you to throw in a new plot element.
You may deliver a new clue (or red herring) through an NPC,
add a plot twist by switching friend with foe, or simply entertain
the players with a random fight. Thus listening to your players
doesn't mean you let them take over the game. The plot must
still be under your control and guidance, since chaotic games
aren't funny more than once. If things are running out of
control, take a look at your notes and try to advance the
plot more quickly. In other words: bring up events which force
the players to react.
Being in control of the game entails being consistent. Consistency,
in turn, is only possible if you take notes. Be sure to systematically
write down the parts of the adventure you are improvising.
Note names of NPCs, inns or towns, clues and items, friends
and foes, ideas. Don't write down everything, just the important
facts you'll need for your next game. It makes sense to use
a separate sheet of paper for your game log. Some GMs use
tables or index cards; some rely on techniques such as mind-mapping.
Use your notes right after the gaming session to write up
a more detailed log of the adventure, and, if necessary, add
notes to your player characters' background. It sometimes
makes sense to e-mail the log to your players, along with
a list of NPCs encountered. This may help them to pick up
the plot line in the next session.
However, don't let the book-keeping hinder your creativity.
If you are concentrating too much on doing everything right,
you won't be able to improvise. Try to enter the game as deeply
as possible. Visualize the world and the characters of the
game like a movie. Maybe keep a particular movie or novel
in the back of your mind. That will help you keep up the atmosphere,
and it will help you come up with ideas for scenes, places
and characters. Never mind being original, focus on having
fun.
A Final Word
The Anglo-Saxon Scop is rarely portrayed as a young man in
Old English literature. The reason for this fact is obvious:
he needed years and years of experience to refine his skill
of improvisation. The same is true for most gamesmasters.
Probably, there are those narrators of natural genius who
don't need much experience to be able to host a game on the
fly. Most of us, however, will have to role-play and GM for
a long time before improvisation comes easily. And even if
you are an experience gamesmaster, your first try at running
an adventure that isn't fully planned may be a little chaotic.
Don't let that hinder you to try it again. It will make you
a better GM, it will eventually save you a lot of time, and
it will make your games more fun for you and your players.
(mw)
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