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Zombie Mimes

Explain. When we learn something, it's because we have invented an explanation for it. We have explained it to ourselves.

This is another (like the "anomaly" phrase) of Shank's Maxims of Creativity. It is also a great gamemaster's technique.

Too often we have a habit of "pushing the recall button," where we say, "And our characters explain what's been going on to the (N)PC." It's a time-saver, but it doesn't provide any analysis.

I don't know about you, but when I tell a story, it's not just a, "We did this." It's a, "We did this...did you know how I felt about this? Once upon a time, I did this, and it led me to believe this..." full surround-information kind of experience. It's not only about what happened, but why things happened, or why the decisions were made that led to such things happening.

It's OK, I can't tell a joke, either.

I ran a game with the LintKing once, wherein his Ubiquitous Halfling Thief reluctantly scouted ahead to a room. He saw a number of undead attempting to re-enact some sort of dinner scene. He reported back.

"There's a bunch of zombie mimes."

Years later, that line still makes me giggle.

One of the GMing problems I've struggled to improve is listening to my players. What they hear is NOT necessarily what you've told them is happening. You're trying to be sneaky, nonlinear... and sometimes you don't hear it when they're NOT understanding what's happening.

One of the solutions is to have them tell you. Feedback is vital, and part of that is understanding it in the players' own words. This is the advantage of character contributions such as diaries, as well: a character might understand another differently than you expected or designed.

How would you describe your game? How many times have you been mislead because of a fancy blurb for a convention game that was nothing like what it read? How would your players describe it?

The profit from "explanation," is also offered in-game. How do I best offer information about NPCs via NPCs? Description is also a level of explanation.

My first goal in gaming is shared vision.

If I and the players see things the same way, we have gotten closer to the synergy that disposes of the redundant details. When your players can give directions with their hands as to what direction the main ballroom of the castle is from where they're standing in Fiona's suite, and that is second nature to them, they're living in the world you've created together.

Once you've gotten the details down, you can game. Your actions are all of the automatic sort wherein you don't feel like you have to "roll dice" or "check with the GM" if your favourite liquor is in the cabinet behind the bar. The narrative expands to include the occasional gaming action, but it feels more seamless: so that the simulation of the world is not intrusive. When it intrudes, it interrupts the magic.


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This page contains a single entry from the blog posted on March 5, 2002 11:16 AM.

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