Tuesday, January 19, 2016

"Call and Response" Role Playing



Not everybody is skilled at improvising at the game table, but there are ways to make things easier. Often I find that the dialogue between player and DM can meander and die off because the they can't get a response from the players or the players don't know what is expected of them. That's why I have tried to remember and stick to what I call the "Call and Response" as a way of promoting the involvement of the players in the game.

What I mean is that if you want a response from the players, you can call for one with a clear prompt that gives them an opportunity to either add a detail to the story or interact with the game in their own fashion. This method has been immortalized in the classic gaming phrase "What do you do?" The trick is, you want to present the players with a question that they have the responsibility of answering. Present them with the information and then make it clear what the challenge they are being faced with actually is. When they see the beggar tossed into the street, remember to ask how they respond to such cruelty. Don't just describe the scene, but engage the players in a way that demands action and agency. 

When they engage in conversation with NPCs, do the same with them. Have the NPCs inquire things of the characters. Give the players a chance to answer questions about their PCs own pasts and personalities. Goad them into becoming an active part of the setting. Remember that if things begin to peter out and fall apart that the best way to put them back on course is to present a question that demands an answer.This is also particularly helpful to new players, who may be timid or confused about how to play the game. When you present the players with a Call to Action, you set a more obvious vector for the game and provide motivation for them to make decisions.

For reference, you can watch this clip and pay special attention to how the performers interact. This is from the Australian-made program Thank God You're Here, where a performer is thrust into an unknown situation in which they must improvise all their dialogue and actions. Notice how the other performers will provide cues for the improviser to work from, and they never let the scene fall flat. That's how the player/DM interaction should go. Keep this in mind, and be patient with your players as they get used to being presented with the opportunity to control and influence each scene. Eventually you and your players will find an ideal rhythm in your back-and-forth conversation and your role playing sessions will be smoother than ever!

No comments:

Post a Comment