A way to run Itras by

This is how I would suggest running Itras By. 

Know the rough outlines of the setting, and communicate it to the players

Itras By can sometimes veer into the absurd-but-not-in-a-good-way. The setting is part of what gives the game coherence. Communicate it to the players before play (the rich folks are over here, the working class is down here, reality dissolves that way). And during play (you see the Moon Tower on the horizon, the fog floats eerily over Church Hill, etc). 

Use the players’ ideas!

The character creation process in the game produces a ton of ideas, saving you much prep time. Use this information. Use their NPCs and the relationships they’ve defined. Make sure their Dramatic Qualities see playtime. The players will be more invested in the game when you use their own ideas and concepts. It’s better to read the character descriptions two or three more times than to spend time preparing a “plot”.

Keep prep simple

Read the character descriptions. Make a relationship map including NPCs. If you have the time; jot down ten or so sketches for scenes, cool situations and places you’d like to explore. You can also crowd-source a few such sketches from the players. 

Follow standard improv method

Say yes unless there’s a particularly interesting reason to say no. Build on what has been established in the fiction. Reincorporate. Follow the first idea that comes to mind. What seems obvious to you can be interesting to others. Cut floundering scenes.

Follow the few rules there are for the cards:

When something important is at stake, consider a Resolution Card to decide the outcome.

The player states what their character tries to achieve. They appoint another player to draw and interpret a card.

· Anyone can suggest drawing a card.

· Roughly one Resolution card per scene.

· Try to resolve consequences before introducing many new card-twists.

When you want to inject an element of surrealism, draw a Chance Card.

They interpret its effects themselves. It’s fine to ask for ideas. When the card is drawn, its instructions should be followed. The Chance cards can bring heavy tilts to the story; each player can draw one Chance card per session, at any time they like. 

Divide labour, while remaining conductor

Ask players to play NPCs for each other. Ask them to set scenes, ask them for details about the setting. Take in their ideas, ask for input. But remain a solid conductor of the orchestra. Maintain some coherence to the story. Shine the spotlight around. Cut scenes that are not going anywhere.

Make it real

Aim for a balance between everyday, realistic, scenes and the high weirdness that inevitably follows from setting, cards and character quirks. Juxtapose these. Also: help make the characters believable. Use the emotions of the characters and the immersion of the players to give weight to the story. Create an atmosphere of trust. Allow the players to take the story seriously. There is a lot of humour in Itras by, but it shouldn’t be non-stop silly.

Tie it up

The cards makes it impossible to script a game of Itras By. Don’t try to. But help the players tie the various threads of the story together toward the end of the game. Aim toward satisfying conclusions. Reincorporation is your best friend here, re-using concepts and ideas that have occurred earlier in the session, making call-backs.

Archipelago III – in Polish!

Image

I have to say, it’s amazing that people still like this old game enough to play and translate it!

Since I first published it 16 years ago, it has been translated into Spanish, French, Japanese, Russian, Korean, and Italian. I wrote a brief history of the game some nine years ago.

And now we have a Polish translation! Coordinated by Łukasz Kokurewicz, and soon to be posted at Skybluekey, it can also be downloaded right here right now.

Thanks so much, Dariusz, Jakub, Witold, Marcin and Łukasz!!!

EGIL

A SOLO ROLEPLAYING GAME OF BRUTAL VIKING POETRY

Image

“Start your timer, play atmospheric Viking music and sit down on your chair. Grab your QUILL and RUNESTONES, and close your eyes. Breathe. Relax. Allow full immersion and whisper to yourself “I am Egil, I am Egil”. Whenever you are ready, open your eyes.

You are EGIL!”

EGIL was originally written for Rollespill.infos R.I.S.K.-competition, and has been made available in English for Nørwegian Style’s readers by the creators:

Karl Otto Kristoffersen – karlokri (att) hotmail.com
Christopher Rakkestad – chrismentzen.3d (att) gmail.com

Skjermbilde 2019-08-07 kl. 20.33.37

 

How You Perceive The World

This is a game for 2-5 players about subjective perception.

I’ve never tested it, so if you do, let me know!

Idea

You’ve all been reborn. Your new bodies perceive things differently than your old ones, in subtle or obvious ways. You all have to be re-trained in sensing and understanding the world.

Preparation: Make Perception Cards

Give each player a bunch of blank cards or pieces of paper.

Everyone: For each of the other players, you need to make 2 perception cards – in secret. These cards show how that person’s new body experiences the world, and you’ll use them to describe how they experience the world and the situations they’re in.

Things influencing our perceptions can be, for instance: Biological sex, sharpness/dullness of senses, brain chemistry, age, stage of life, whether or not you have kids, past training, past trauma etc. Try to make cards that are different from that person’s current perceptive makeup.

Example:

Sally is an 80-year old woman. She has lived a sheltered life on a farm and loves animals. You decide that her new body is that of a younger male, and come up with these perception cards:

Overestimates Romantic Interest. (Research consistently shows that men believe women are more sexually interested in them than women actually are).

Sees Other Men As Challengers. (Many men are brought up to see others as potential enemies, rivals or threats).

Play

Together, think of a situation where all the characters are present. Then take turns describing something another character perceives, based on the cards you made for them. Thereafter, that character’s player describes their reaction.

Example:

You all decide that this will be a camping trip, and you’re pitching your tents. On your turn , you describe something Sally’s new body perceives.

You use “Sees Other Men As Challengers”, and describe how one of the other guys on the trip, while setting up his tent, keeps eye contact a little too long. You tell Sally that this feels like a direct challenge, a slight act of aggression. Sally says she stares back and uses a little extra force when setting up the tent pole.

The next turn, you use “Overestimates Romantic Interest”. One of the women in the group just made a joke. You tell Sally that the woman is smiling flirtatiously while telling the joke… there’s a spark there, right? Sally says she laughs out loud at the joke, then winks at the woman.

Play for as long as you enjoy it.

The Secret Room

A ritual to build a secret room in our mind’s eye.

For five, including you.

You, having read this, will lead the ritual. It is your responsibility to be the guide. Read this text a couple of times before you begin.

You need a candle. Perhaps some incense and music.

We always build secret rooms when we play roleplaying games. The intent of this ritual is to become more aware of how we conjure such illusions. How can we simultaneously experience something which doesn’t exist?

You are all seated around a table. You explain:

Together, we will envision a room. It’s a secret room inside ourselves. But we can all see it. We see the room with our eyes closed. We listen to each other, without interrupting the other participants.

If you happen to interrupt someone, it’s ok. We will pause briefly, before continuing. (You may have to remind the participants of this rule as you go).

The other rule is listening to what others add, being willing to let the inner vision change as we speak.

Everyone can describe anything in the room, but each player has a special domain (point at participants, or distribute notes with the words on): SOUNDS, SMELLS, COLORS, TOUCH.

Now close your eyes. We will rehearse listening to each other by counting downwards from ten to zero. Someone says “ten”, someone else says “nine”, someone says “eight”. If anyone speaks at the same time, we’ll start over. When we have counted from ten to zero without interruptions, we begin. Then we’ll be in the Secret Room. You answer my questions, and add your own details about the room.

(You light the candle).

(You count down from ten to zero).

Examples of things you can say and questions you can ask. Remember to pause.

(It’s good to wait awhile before saying anything. It’s good if one of the others start on their own accord).

We’re in the Secret Room. (breathe)

What sounds are there? (wait)

What does it smell like? (wait)

Is it light, or dark? (wait)

What objects are there? (wait)

(wait, don’t speak)

Can you see them? (wait)

Why is the room secret? (wait)

What has happened here in the past? (wait)

Are there still traces? (wait)

(breathe, don’t speak)

Something hangs on one of the walls, what is it? (wait)

What colors does it have? (wait)

Who is in the room? (wait)

Why is the room secret? (wait. You may start knocking slowly on the table while repeating the question)

Tips:

  • Take your time. You can let a whole minute pass without speaking.
  • Support initiatives.
  • It’s preferable to let the participants take the lead. It’s great if they start describing without your prompts.
  • Several statements in a row may be spoken without you saying anything. This is good.
  • If necessary, you can remind the others not to interrupt each other.
  • Breathe slowly.
  • Speak softly, but clearly.
  • Relax. Take your time.
  • Listen carefully to what’s being said. You’ll sometimes want to tie statements together.
  • You may also keep your eyes closed.
  • Ask follow-up questions. It’s better if another participant answers the follow-up.
  • Build on what has been said. Bring it back to the conversation.
  • Remind the participants that discussions are unwanted.
  • Remind them to listen to each other, not interrupting.
  • The ritual is over when it feels right. You will know.
  • (Breathe)

Archipelago III: GMed one-shot for beginners

I was recently asked what I would recommend as a game for an experienced GM and a group of first-time players. This was my suggestion:

Skim the Archipelago III PDF.

Adaption:

Unlike regular Archipelago, have a GM.

Use a setting or genre well-known to the players. (E.g. “space pirates”).

Spend half an hour brainstorming a relationship map, connecting elements like NPCs, places, organizations and «plots». Make sure everyone gets to add a suggestion to the map.

Make character sketches, keeping the setting in mind:

  • Strength/talent, weakness/challenge, goals, concept/name. (“Swarmy the E.T.: Excellent pilot. Indebted to the pirate lord of Badg-ville. Wants to smuggle something green”).
  • What connects the characters? E.g.: Secretly in love with the group’s leader Halcyon Fez.
  • Decide on a common goal for the group, or something that will keep all the characters involved during this oneshot. E.g. “Their ship, The Phantom Eagle, crashes near Badg-ville”.
  • Rephrase “setting element you own” to “element your character is strongly connected with” for the purpose of drawing fate cards. Preferably unique elements to each player. (“Swarmy is strongly connected with Badg-ville, because he was born there”).
  • Make one destiny point for each character collaboratively. (“It would be cool if Swarmy meets his ex in Badg-ville.”) Drive towards these during play, as usual.

Let the cards provide inspiration and twists as usual. Everyone still gets to suggest resolution cards, and everyone still gets to draw one fate card per session.

Let players use the phrases you prefer. I suggest introducing these at first:

  • That might not be so easy (everyone gets to suggest drawing resolution cards)
  • Help

Invite the players to play NPCs and set scenes toward the end of the session, if they seem comfortable doing so.

nasavenus

Illustration: Nasa