The Myth of Free Improvisation

One of the many problems referees encounter is the notion of how much they should prepare for a given session or campaign. Roleplaying games are very open-ended, which can often impose the feeling of a lack of structure when it comes to scenarios, and unfortunately most RPG texts don’t do a great job at providing new referees with tools or procedures to conduct play of any length greater than a combat or a “scene.”

Often this leads to over-preparation – worried that something will happen that will be unaccounted for, the referee tries to come up with absolutely every situation that could occur in game, and after learning that this is impossible, instead leans on techniques that reduce player agency. If the possibility space of what can happen is limited to only what is accounted for, then the referee is covered, right?

This is probably not new to anyone reading my blog, we’ve all (hopefully) progressed past the 90s and early 00s style of illusion of freedom style games, but there are always new referees joining the hobby.

Unfortunately the advice they’re often given is flippant, and the absolute reverse of “prep everything” – instead they are told to “prep nothing.” You especially see this in indie and DIY scenes where this kind of play can be popular. And I think there is a place for completely improved sessions, just as I think there is a place for consensual railroads – they’re just different styles. But I think advising new referees to “just wing it” is just as problematic as telling them they have to account for every possibility.

Improv Isn’t Easy

To just tell someone to improvise several hours of NPCs, locations, items, quests, challenges, combat encounters, is a massive endeavor. Especially if they have yet to really learn what makes any of those, or other game elements, “work” in a fictional world.

This is also pretty dismissive of how much of a skill improvisation is. There’s a reason why improv performers have to try out for places in a troupe. Whole businesses are built around the concept of teaching the skill. Even within roleplaying games, it has become very in-vogue to host workshops adapting improv for tabletop gaming, and Karen Twelves has written a book on the subject.

It’s not a skill that can just be formed spontaneously, especially in a hobby notable for its inclusion of less socially adept people (myself included).

Spontaneity Fatigue

Spontaneity, while exciting, can be mentally exhausting, particularly for those who thrive on structure and planning. Constantly needing to generate material on the fly can lead to burnout, I find this to be especially true in situations that continually ask the GM for “mixed results” – needing to always tell a player “you kinda get what you want, but you also kinda don’t,” when the statistical chance is going to be a repeat of this result when they try to find an alternative path.

Additionally, the necessity to come up with ideas quickly often results in the referee falling back on their most familiar tropes and clichés. The first idea that comes to mind isn’t always the best, and without the time to refine and develop these concepts, the situation can become predictable and less engaging. I know when I get tired, needing to spontaneously formulate big pieces of a situation can lead to a reliance on well-worn paths and typical responses rather than fresh ideas.

Balancing Improv & Prep

The best way I have found to feel comfortable for a scenario is to balance improvisation and preparation. This advice will be familiar to anyone who has read anything by Kevin Crawford or the Alexandrian. Prep while you’re having fun, or feel that what you are preparing could be useful, while keeping in mind that players may attempt anything sensible. Formulate tools and procedures to help guide you and your table when uncertainty comes up. Make plans for what may happen, but leave a lot of open areas for weird player hijinks to flourish, and for novel characters and situations to flourish unexpectedly.

Status Update & Adventure

I hope the summer finds you all well – I have been hard at work juggling a number of various tasks so I thought I would provide a bit of an update here just to keep the blog feed rolling.

A few months ago I was unfortunately laid off in one of the many mass layoffs in the gaming industry. Fortunately I had been a part of the company for time, and I received a good severance package. None the less, if you need someone with almost two decades of engineering, development, and design experience feel free to reach out.

One of the many projects I have been alternating between is an adventure titled A Blight Upon Sombreval. It’s a fantasy medieval investigation scenario, very much in my style of gaming and preferences – inspired by all kinds of 70s and 80s horror flicks, low magic fantasy, a rough take on “medieval” fantasy, etc.

This is an adventure I ran years ago, and decided to dust it off again for some friends. I got great feedback and encouragement to put it out somewhere, so I decided to work on it in a slightly more “professional” capacity. Mostly acquire art for it, playtest some variations on subject matter, figure out how to lay out something besides two-column text.

I decided to throw together another site for my adventure “publishing” stuff, as I have a little bit more time to focus on that stuff, and I thought it might be fun to put out more adventures and tools that I myself wish for. I hope you don’t mind the shilling, so I’ll just put a link to the site here and keep any publishing endeavors separate from my “free” stuff.

Cryptic Codex