Eh, it’ll hold. |
Human Slaves of An Insect Nation-Just Wing it.
So you fucked up.
Your players missed the roll, the clues, failed
to connect the dots and ignored the pleas of NPCs for help. They stabbed the
prophet in the throat and one of them ate the sandwhich depicting the GodHead,
wherein their true destiny was foretold. They also burned the tavern where they
were supposed to meet their contact
And you prepared all of two things during the entire week: Jack and shit. Also, Jack left town with your wife. |
In short,
you got nothing. And your players will be here in three hours, tops (that’s
provided that you aren’t watching porn right now, you useless fucking slob,
you).
I can tell because I'm psychic |
So what the
shit are you going to do? You can’t have a bunch of people come over so they
can enact their elaborate revenge/power fantasies just so you can leave them
hanging and you can’t just act like everything’s cool and under control when
you sure as hell know it fucking isn’t. So think fast, asshole, whatchoo gonna
do?
I’ll tell
you what you’re going to do: you’re going to do the single most glorious and
tough thing you’ve done in your entire nerdy career. You’re gonna eat thunder
and crap lightining. You’re gonna pull of a guitar solo and then you’re gonna
get laid with every girl that’s ever rejected you, cause you’re about to
FUCKING WING IT.
So close
those dozen or so porno tabs and smash your cock against the desk, ‘cause it’s
time for…
THE SHAPESCAPES GUIDE ON WINGING IT LIKE A BAWSS
Wing it, just wing it, just wing it… |
Step One: Get your shit together.
Check your
drawer of notes or beneath those discarded pizza boxes from last week’s game.
Take a look at that crappy notepad file you’ve abandoned on your desktop (the
one title MAH AWESOME CAMPAIGHN IDEUH). Flip that mangy, dog-eared notebook of
yours open. Ignore that shit you wrote when you were 14, those suck. Wait,
what’s that? Ahahaha, did you honestly think you could pull off an epic-level
campaign, you asshole? Oh my God, you’re such a dweeb!
Found them?
Good. Now what I need you to do is-
Check for
any unresolved threads or half-finished ideas. Oh, I’m sure you have a ton of
them. What about that one group of bandits the players beat up and got away,
thinking they couldn’t trouble them again? Remember that city from the future
that no one ever caught on? How about that hatchling dragon that had its skull
bashed in by your players? Don’t you think momma’s gonna be pissed? And hey,
did they ever reimburse the high
priest of the Lords of Light over that fresco they tore up as they were looking
for a way into the catacombs of the faithful?
You may not
have pursued those matters because they didn’t seem like much at the time but
right now, they’re about to save your bacon! Sure, they appear like weak sauce
now, but wait until you add that extra dash of player paranoia into the mix.
But what if
something goes wrong? What if you don’t think you can pull of a gaming session
with just that? That’s why you need to move on to-
Dude, seriously? |
Step Two: Make shit up real quick.
Just in
case your players resolve those problems by virtue of their wit or muscle, you
need to have something else at the ready. And what’s better than making some
plot hooks on the fly! Do they need to be epic, well thought out or carefully
crafted?
Well, yeah,
they need to but right now they can’t be and it’s all your fault because you
wasted your entire goddamn week doing sweet fuck all!
So here’s
what you’re going to do: you’re going to make some unrelated stuff up. And I
mean random. I’m talking rumors,
gossip, random magical items stashed in some ruffian’s backpack, perhaps even a
footnote in some obscure text that the players are currently researching. Hell,
even use a bad guys’ dying cry, that shit’s gold!
“Dragon Mountain! Drraagonnn
Mountaiaia-blergh!”
|
Srpinkle
those in the beginning of the gaming session or add them at random moments.
That’ll catch their eye and give them something to occupy themselves with. But
make sure that this information is self-contained and does not require further
exposition. Remember: you’re racing against time here and you need to rely
heavily on the players keeping themselves occupied, instead of presenting them
a ready-made, well-organized adventure.
This way,
when they start busting out the dice and start rolling Knowledge (Bullshit)
rolls, they’ll be pretty much privy to any information that they already know
or that you can easily present to them, without muss, fuss or any effort on
your part.
WARNING: If you do start shooting the shit
in the unlikely event that they do awesome on that knowledge roll, then make
sure you write it down. You don’t want them calling you on your bullshit.
With those
two steps taken, move on to-
Step Three: Abuse established material.
Yes, you can use the shit ones too. Desperate times and all that. |
Take out
all six of your Monster Manuals (including the one with the flying squid that
emits apathy), flip them open, check Challenge ratings. Use something that you
know will give your players some amount of hell. Bookmark the pages that
contain ready-made NPCs.
Need names
on the fly? Go to a name meaning website and pull a George Lucas (but try not
to suck): type a name’s meaning into the search parameters and look for that
name in any language. Make sure you also note that down, because this is the
point where you might fuck up the most.
Need traps?
Check ready-made ones from adventures or Tabletop RPG website generators (most
suck, but a 15-minute search will provide you with some awesome stuff). Need
fluff? No time. Just make something up as it goes. Fluff is the one thing that
will fuck up your presentation, as it requires some effort and will betray you
for the phony you are, so make sure it’s simple and short.
Compiled
all that ready-made information? Good work, son!
You’ve earned this one. |
But you’re
not out of the woods yet! If anything, you’re getting into the hard part. So I
need you to read this next bit, ‘cause I won’t be able to help you from now on.
Step Four: Real-Time Bullshitting
Your
players are here and you’re starting up the game. What’s important to
successfully pulling off an attempt at winging anything is to make it seem
natural, effortless even. Even though you’ve prepared sweet fuck-all, this
needs to look like one of those impossibly well-crafted plans you see comic
book supervillains pull off.
“You should also know that I am currently under the influence of a considerable amount of PCP. No, I took it after I shot my assistants. BECAUSE IT HELPS ME THINK, LOIS!” |
So here’s
what you’ll do: you’ll pull off a poker face and act all natural. Players snoop
around where they shouldn’t, fucking up your notes? Roll with it. Somebody
formulates a tabletop conspiracy theory? Squeeze it in. Someone goes on a
rampage? Play that out.
Winging it
is, in many ways, the art of manipulating your players’ current responses, building the world around their actions, rather
than managing their own actions between scenarios you have set up yourself.
This means that the situation that you are currently in is highly unstable.
It’s equally possible that you might just pull off your best gaming session
ever, just as it is possible that you will royally fuck up and have to call it
quits early on, before it spins out of control.
Step Four
takes into consideration that you will immediately adjust yourself to your players’
reactions and have a response for their every action at every opportunity. This
might sound impossible and downright mad, but it is something that every Storyteller
in every game has done at least once and they’re not better than you now, are
they?
If this little bastard can do it, then so can you. |
Winging it
also takes into consideration the fact that you know your gaming group and know
exactly which buttons to push. If they’re the hacky-slashy type, then just
throw monsters at them. If they like to put some thought into their game, then
whip up a murder mystery that is essentially based on their paranoia.
Speaking of
paranoia…
Step Five: Player Paranoia is a guy’s best
friend.
Players are
often wont to go into tangents. Don’t forget that their in-game responsibility
is not quite as awesome as yours and will (at times) look for things to occupy
themselves with. Sometimes it’s a fixation with enacting revenge on the poor
bastard who overcharged them on inn housing. Other times though, it’s something
that you can use.
Take for example,
a series of adventures I had run for my players a dog’s age ago, wherein they
were playing a group of cops in Dungeons and Dragons. During the course of a
murder mystery, one of the players (finding himself in an investigative
cul-de-sac) had gone off on a tangent on how this murder could not have been
committed by a mortal being, nevertheless a humanoid. He had in fact, theorized
that this murder had been committed by an automaton, one that could have
performed such a gruesome act with such ferocity and efficiency in the first
place.
Thus, the Cast Iron Killer was born. |
From a
player rant, I was able to generate a very unique and interesting monster: an
Iron Golem, sculpted in a manner that resembles an angel, able to perform its
assassinations and then disguise itself as part of the scenery in the crime
scene itself.
Needless to
say, the guy that formulated the idea shat his pants with joy. Hope he’s
reading it now, because that’s the closest I’ll ever get to admitting that to
him.
Player
paranoia could also generate instances: someone fears that they are about to be
ambushed: have them ambushed. Someone else won’t get over the fact that space
vampires want to steal his brain. Then space vampires eat his brain.
With that
in mind, you should also consider…
Step Six: This is not a long-term solution
“Duct-tape fixes everything?” “No Dave, duct-tape does not-” “SHUT UP, DAD!” |
Winging
shit is not a viable alternatively to planning out a campaign. It’s only a
short-term solution that is based on the premise that your players actively
contribute to the game, with a very high risk.
Winging it
also takes a lot out of you: the fact that you need to run a game based on shit
that you make up on the fly is vexing and it will make you give up pretty early
on. So what can you do to fix that?
Well, first
of all, set up a goddamn schedule. Like I mentioned in part 1 of this article
series, nobody has the time or the inclination to invest 4 hours a week into
planning out a gaming session. If you’re a working man, then 2 hours is the
most you can put into it, tops. There is no way in hell you’re going to have
the time, the inclination or the capacity to keep this up, unless you earnestly
have nothing better to do.
So here’s
what you need to do: after you’re done winging this one, get some rest (God
knows you’re gonna need it) and then check your notes or write down the
important stuff that happened or were said in-game. Use that stuff to plan out
the next session, which will shave off like, 30 minutes off your planning time.
Rinse, repeat.
This is, of
course, not a viable solution either. But it’s going to cultivate in you the
habit of planning out and organizing adventures beforehand so this does not
happen again. Repeat enough times and soon enough you will be able to organize
adventures and an entire campaign based solely on the premise of certain plot
elements or ideas and also adept to any and all circumstances that might come
up mid-game.
In short,
try to see winging more as a power exercise rather than as an approach.
Remember kids:
Don’t be a dick! Give a shit! |
And you’re
going to love what you do for it.
There is
however a matter that has not yet been addressed. And that’s one of the boons
of winging. Specifically…
Step Seven: Use it to resolve emergencies
“What was that? They all failed their Spot Checks, Knowledge (Nature) rolls AND their Fortitude saves? GET ME KRUSCHEV!” |
Remember
how, in the beginning of the article I mentioned that something went horribly
wrong? (aside from you not preparing dick all week?) Well, we’re about to
address that.
You and I,
we both know that you’re not an asshole. Sure, you may act the bit to fit your
DM cloak and act all alpha in front of the ladies, but you don’t just wanna go
around killing dudes unless they’re asking for it. I also know that you try to
give people as many chances to pull through any game hazards with the least
possible hassle. In fact, you give people maybe two or three rolls just to
identify and prepare against the coming threat.
But what
happens if you fuck up? What happens when they fail EVERY. SINGLE. ROLL and you
have a TPK in your hands, or worse yet, when they don’t pick up any story
threads and just end up spending the gaming session twiddling their thumbs?
You wing
it. But not in the improvisational manner I said above. You wing it proper. You
pull something out of your ass. How?
Well, deus
ex machinae are pretty ham-handed attempts at saving a party from annihilation
but there are always other approaches. Say, for example, that the alien aquatic
monster (which powers your grossly miscalculated during creation) has taken out
the team. But who could possibly save them? How about a friendly school of
mermen, who rush to the rescue of their unwitting champions!
Let’s say
the players have accidentally mucked up the rolls that allow them to follow a
path of investigation. Make a non-crucial NPC slip a rumor! Ranger fucked up
the tracking roll? Give his animal companion a try! Animal companion fucked up
the tracking roll?
Players
sitting around, twiddling their thumbs like assholes?
Sic the fucking Wild Hunt on them. |
Keep them
on their toes and train your mental muscles, flex them around, show off to the
ladies. Winging it isn’t a panacea, but it sure as hell is goddamn penicillin!
Addendum:
This
article came out shorter than I expected, with or without gratuitous amounts of
cleavage. The main reason is that, no matter how hard I may try, I cannot teach
you the art of improvisation.
Oh sure, I
can give you steps and instructions, but most of this stuff (and the most
important bit, the actual performance)
can only be pulled off by you and you alone.
As I have
said before, Storytelling is a tough hobby that requires you doing five things
at once. Winging it is that little sixth thing you need to cultivate with love
and care, the way you would an orchid or a pack of pit bull terriers.
And that’s
by trial and error alone.
Lots and lots and lots of it. |
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