virtualmarmalade

strange, isn't it?

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31, FL, USA
game design liker, amateur ttrpg writer, sonic/zelda/pokemon fan, perpetually broke

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ninecoffees
@ninecoffees

Don’t block.

That’s a skill most improv comedians have drilled into their heads. Don’t block someone’s prompt because that’s the fastest way to destroy a fun scene, and this rule absolutely applies to every part of your roleplaying experience.

Let’s say you’re playing Dungeons and Dragons, and your friend is roleplaying a halfling pastry chef. They say, “I’m extremely proud of this shortcrust pastry I’ve made,” and offers you a bite.

If you reply with, “That looks horrible!” then what’s next? Your friend was having fun but now you’ve cut the scene in two. Now, a skilled player might continue on and say, “Just take a bite. You might change your mind!” but I’ve frequently seen the blocker refuse with, “Hell no! I’m not eating that!” or “I bet you it’s poisoned!”

Good players and good DMs always try and work around being blocked, but it’s mentally taxing to have to deal with people who are always trying to stop you from playing the game.

There’s also the issue of people unintentionally blocking by trying to make a joke. An example:

“Would you like a sip of this cappuccino?”

“Steamed milk? I don’t drink anything that’s not black like my soul.”

Congrats, you made a generic joke. It didn’t advance the scene and you’ve blocked the other person because you denied the coffee. Now we have to work around that again.

Again, the story of the scene matters more. If you’ve ever watched a D&D podcast and wondered what they’re doing differently, it’s almost always because the players are doing their best to contribute to the ongoing story. Some audience members will groan and complain, "That's so obviously a trap!" But that's not the point. Of course the players know it's a trap, but do their characters know? Will their character's natural curiousity push them towards it? And also--what about the fun and joy? What about the drama of the scene? You don't have to min-max every second of your life--this ain't a hustle--you can actually just have fun and play.

Very rarely will these players try and cut in with a joke, and if they do, it’s often something that doesn’t slam on the brakes.

Example:

Shortbread is my favourite cookie of all time and--”

“Is it because you’re a halfling? Ha!”

Sure. That’s…fine. You’re not denying the halfling player’s discussion on shortbread. They can still keep going, just try not to interrupt their prompts too much. Because that's what it is. A prompt. They're showing you how they want to play out the scene, and you're interrupting them when they're about to serve the ball to your court.

The first Doctor Strange movie is one of my most hated movies. It has no confidence in itself. It’s terrified of the moment to moment action. It doesn’t even LET Benedict Cumberbatch be cool; he’ll look in a mirror in a triumphant moment and his stupid cloak will wipe his face and then he’ll slap it and go, “Stop. Stop that!”

It’s bathos. It’s terrible.

(BASICALLY I’M SAYING DON’T DO A JOSS WHEDON/MARVEL MOVIE BY RUINING AN EMOTIONAL SCENE WITH JOKES)

It’s okay to be cringe. It’s okay to care about things! You don’t always have to make a joke. Let it play out and try and find the drama and really work it. This is a skill to be learned. Feel the gut reaction to make a joke and suppress it. Listen when other people are talking. Pick up what they're putting down.

I promise your games will turn out so much better.

This post is part of the Microblogvember prompt list! For the other posts of this month, click here.


virtualmarmalade
@virtualmarmalade

one time i was playing 3.5e with some friends and we had all been affected by a deadly poison by some bad guy who wanted to blackmail us into doing his bidding. he sent us a magic letter with a bottle attached and told us that it contained one (1) dose of the antidote, and since my character was the one who opened the letter i swallowed it like right away without even letting the villain finish, to which everyone (including the bad guy) immediately burst out laughing because of how much of an obvious blunder into a trap it was (the poison started affecting me twice as hard after that)
imagine how much more boring and less memorable it would have been if we had carefully let the message play out, spent time discussing who would get the antidote, trying to determine if it was real, etc. this is why i play impulsive player characters - it's way more fun to just go with the scene and make something happen than to play it "safe"/"optimal" (aka boring)


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in reply to @ninecoffees's post:

This is a good point but I feel like its being undercut a bit by the examples? Like undercutting an emotional moment with a joke- bathos. Can have its place, but is massively overused and not really want you want at your table... But I also don't think, hey try this pastry is a particularly interesting or emotional scene?

Because at the end of the day you are getting the same amount of information there-
Person A Cooks and then Person B either... what, likes their cooking, doesn't like their cooking, or doesnt like shortbread. Which you can jump off of any of those the same. But I don't think that responding negatively to a player's prompt is necessarily blocking, you can do so while maintaining forward momentum.

Not wanting to disagree or be contrary- I just think it's a bit more nuanced and I've seen situations where players can feel trapped by the idea of having to "say yes" to the prompt.

So a few things:

  1. role-playing and improve isn't a novel or a play. It's impossible to have incredibly dramatic scenes all the time since you're writing the script on the spot. As such, these "boring" or "regular" scenes involving people talking about their likes are glimpses into their character for other players, and also gives this for the subconscious to work.

  2. some of the most dramatic scenes I've experienced comes from these regular scenes. Why do you like shortbread so much? Well, my father used to make it for me...before the great dragon ate him. And instead of undercutting this moment with "lmao did your dad taste like shortbread to the dragon", you should linger on it. Pause. Let the other player have their time to grieve and boy oh boy will the story shine through these moments.

  3. it's true you can still springboard from a block. But the other player might not be able to! They might really want to talk about their love of pastry. They might have a big scene discussed with the dm about how their father was a baker. You aren't privy to this, and as such, I think it should be taken in good faith and let them run on. Even if it's not that interesting, I don't think that's a negative at all. Not every player is critical role, so let them have the chance to learn and role play. They chose this scene because they felt something about it. That means it's likely safer to them and they feel more comfortable role-playing it.

  1. i mean as you say in your next point- regular scenes can become dramatic. an experienced player can push any scene to be dramatic, to be exciting. you can control a scene and push it toward dynamism if thats they style you want.

  2. again you are focusing on the positive side instead of allowing the tables to turn. why is that character being an asshole, why don't they want to talk about fathers? is there something there that is making them uncomfortable? i've had plenty of quiet scenes turn into something dramatic and haunting and have lines that live in my head from them. but we go into a scene wanting to accomplish something. and getting someone to eat a cookie? what does that accomplish? how does that drive anything forward. if the goal is this person is trying to open up or spend time with this other person, then you can see a lot of interest come out of it whether or not they are successful because there is now a deeper reasoning behind it and rejection can shape further play in a fun way.

  3. And again... You were talking about how this isnt a novel or a play. But players are doing prep for scenes. This is a really good point. And if they are wanting to do a scene thats that important to them and their character- then they shouldn't be discussing it with the gm. They should be talking it over with their scene partner. What are each one is trying to get from it. Because if it's just one person talking to the other and you are just needing them to smile and nod then it might as well just be a faceless npc.

Friction is good. Crossed paths is good. You can have that scene, have player b be dismissive or rude in a bathic(?) manner, and then let that be what causes player a to open up about their 10 page pastry backstory. then at the end when player b takes the cookie because they know its important to a- both characters have progressed forward.

If only one character is really talking and progressing forward in a scene then its just going to be flat and lifeless- like shortbread.