INTO THE FRAME
Like many of you, I’ve been gaming and running for several
decades. I manage five campaigns in parallel, with a minimum of three sessions per
week right now. I’m also on record as not altogether taken with some highly-praised Gnome Stew products. Last week I worked my way through their new collection, Unframed. This weekend I
tried out several of the concrete suggestions. Each one strengthened my games. I think of myself as an experienced and veteran GM, but this
book had new, exciting, and most importantly useful things to teach me.
Unframed: The
Art of Improvisation for Game Masters is the fifth Gnome Stew book
and the first essay collection from the publisher. It’s shorter than their
other volumes, coming in at 114 pages trade-sized. It reminds me a little of
the Kobold Guide series, a point I’ll come back to a little later. An essay
collection seems like an easy approach, but it’s actually difficult to do well.
When I worked as an acquisitions editor, I dreaded these kinds of submissions. More
often than not, collection editors would throw things together- not giving any
thought to arrangement or shape. Or worse they’d clearly include weaker or
off-topic essays to fill page count or help a friend. The Open Game Table
series from Nevermet and The First Person
series from MIT Press both are weirdly uneven that way. Unframed’s editor, Martin Ralya,
has clearly spent some time thinking about the shape of the book. It isn’t
perfect but it’s better than many other similar books.
Unframed is also
the first gamemaster guide aimed explicitly at improvisation. That alone grabs
my attention.
A LONG DIGRESSION
Consider this a sidebar to the review- skip as needed
It’s useful to make a distinction between the kinds of
improvisation which go on at the table. (I’ve seen some lump together all of
these forms in their response to the concept of improv and rpgs). At the first
level we’re always improvising at the table through description and discussion.
Even the most highly scripted and prepared GM is translating and presenting
those ideas like an impromptu speech. And they’re responding to the players
Q&A: as they ask for clarification, as they poke the environment, as they
head off the expected course. Players have an even more reactive and freeform role-
they’re always responding to something new. This kind of improvisation is present at every single rpg table. That responsive play can be more or less backed by notes and
detailed mechanics, but confidence, experience, and technique shape
it even more highly.
Gamers can also focus on improv as collaboration. Most rpgs have
a dialogue between players and GMs. Obviously we’re already doing some of that
in the back-and-forth conversation. In the most classic sense, collaboration is about
the improv of building from the ideas and suggestions of others. But some games
and approaches explicitly mechanize this. The ability to use Fate points to change
the scene in various Fate games, the dramatic editing option of Adventure!, voting and competing
declarations in Hillfolk, and
flexible backgrounds/Icon relationships in 13th Age all put more power
and authority in the hands of the players. This requires both GMs and players to more
actively engage and improvise ideas. Meta-approaches like Dresden File’s collaborative
city-building put everyone “in charge” of the game at the table.
Then there’s Improv as minimal prep or no prep. Graham
Walmsley’s Play Unsafe is the
exemplar for this approach. He works without a net, going in and building
completely on what has happened before and what the players suggest. In a less extreme approach, many modern games limit what the GM ought or can do as preparation.
Burning Wheel restricts GM interventions and choices. Dogs in the Vineyard
allows the GM to craft a situation, but beyond that they leave everything else
to spin out at the table.
Behind some of this lies the question of railroad, sandbox,
or something in between. There’s a concern with improvisation purely as it
relates to the “plot” of the game. Plot here simply means the series of
connected events. Gamers usually worry about how much one side (players/GM)
steers the order and choice of those events. For some GMs questions about improv
purely focus on what happens when the players go “off script,” when they don’t
match the expected plot sequence.
Why make that distinction? Because it’s worth stressing that
Unframed covers all of these aspects. The multiple essays help to untangle what’s
actually a huge part of our role-playing, even if some gamers dismiss a portion
of those approaches. I’ve seen several commenters on G+ vociferously dismiss
improvisation, but what they really seem to take offense to is the idea of no-prep
gaming or the devaluation of preparation. I find that odd because the very
existence of a book like Unframed suggests preparation: thinking and laying the
groundwork for how you handle things flexibly at the table. But I can understand
that pushback -- when gamers talk about new techniques, it is easy to read in dismissal for the
kinds of effort and energy you sink into your games. I saw some of that in thereaction to my panel on collaborative world-building. On the flip side, I’ve
also seen gamers object to built-in systems for player empowerment and
improvisation because they mechanize what ought to be an organic process.
WHAT WORKS HERE?
Unframed contains
23 essays, plus an index and editor’s introduction. Of these, I’d say 14 essays
are top-notch and must-reads. Simply put: they’re dynamite. I’ll be back to
read and reread these for many years to come. A few in particular stand out.
Vincent Baker’s essay “Coherence and Contradictions” blew my mind. He offers
simple and easily applied advice: suggest contradictions in your descriptions.
I’d heard something like this before, but Baker demonstrates the power of it.
That’s one of the techniques I played with last weekend and it opened up
amazing moments at the table. Jason Morningstar’s “Agreement, Endowment, and
Knowing When to Shut Up” takes some of the common improv advice, but makes it
more solid and real than anywhere else I’ve read it. He gives an example that
will resonate with any GM who’s worried about giving too much power away at the
table. Robin Laws “Improvising Dialogue Sequences” offers the best summation of
the Petitioner and Granter concept from DramaSystem.
More importantly he talks about the way those ideas can inform playing out NPCs
in any game.
These essays work best when they take up a narrow theme
about or specific context for improvisation. Meguey Baker takes up the question
of why we do improv at the table and what implications that has. Ken Hite
considers improvisation in Horror Gaming. John Arcadian offers a mapping
technique. Alex Mayo uses David Lynch as a lens to consider game stories. Phil
Vecchione illustrates his personal journey into improv gaming through a series
of great anecdotes. These essays are concrete, full of great advice, colorful,
and fun to read. Just as importantly, they don’t always agree- and several give
conflicting suggestions. These parts of Unframed are among the best I’ve read in any multi-author gaming collection.
WHAT DOESN’T WORK HERE?
That being said, a few essays aren’t nearly as strong. There’s
some serious repetition of the basic concepts of improvisation. While that’s worth
repeating a couple of times for emphasis, some could have been trimmed or reshaped
to reference earlier essays. A more conversational approach could have made the
volume even stronger. But that’s not an uncommon problem with collections like
these. Some of the Kobold Guide series are weakened by the same flaw. More
troubling are the several entries which just present shopping lists of
suggestions. They bounce around without a coherent theme beyond improvisation,
or worse they set up a theme and then don’t carry it through fully. These
essays feel especially weak given the depth and richness of the others. Luckily these represent only a handful of the
nearly two dozen works on offer.
IS IT WORTH IT?
Yes. I think it is.
This book’s solid and specific advice make it a go-to volume
for me from now on. I have a few books I reread from time to time when I want
to think about GMing: Villainy Amok for
supers, Play Unsafe (or Impro by Keith Johnstone) for
approaching things loosely, GURPS Horror
4e for that genre, Hamlet’s Hit Points
for ideas about pacing, Things We Think About Games for play in general. I’d also offer this book to new or veteran
gamemasters. Some classic rpg sourcebooks (Robin’s
Laws of Good Gamemastering, John Wick’s Play
Dirty) work best with a GM or player with some experience under their belt.
But I’d offer Unframed to GMs just starting
out. It has specific and useful advice from multiple perspectives. Most
importantly it focuses on giving GMs license to be free. They don’t have to prepare
everything, can change things in midstream, and shouldn’t worry if the players “go
off course.” That’s something I spent years learning.
Gnome Stew provided me a free review copy of Unframed. Currently you can pre-order it from their website here.
Hi Lowell,
ReplyDeleteGreat review, thanks. I am really looking forward to seeing Unframed as I hope it can help me with my GMing.
All the best
Phil
I thought this was the weakest of the engine publishing books. The essays from the gnomes were the best reads. The essays from established authors ranged from great to garbage.
ReplyDeleteThese books appeal to me because of books like "play dirty", but this read like the horrid "play unsafe." I always enjoyed the gm sections in various RPGs over the years. I liked seeing different views. I feel these were just too sterile and dumbed down.
No teeth.
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