[Twilight Time] On Being a Bard, Part 1 of 2
Heather Grove
heather at burningvoid.com
Mon Feb 10 08:50:20 EST 2003
February 10, 2003 - On Being a Bard, Part 1 of 2
Volume 4, Issue 2
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Good morning!
We're doing something different this issue. The makers of the upcoming
"Promised Sands" RPG asked if we'd be interested in running an excerpt
of the game, and after reading the GMing chapter excerpt they sent, I
agreed. There's some neat stuff in there, but it's a bit long, so I'm
breaking it up over this issue and the next. I hope you enjoy the new
perspective!
In two issues' time we'll be back to our regularly scheduled
programming. In the meantime, as usual you'll find links at the end of
the zine to new web site articles.
By the way, I got so many readers' tips regarding prophecies that I'm
going to run them all as their own issue after I'm done with the
excerpts. Otherwise this issue would be prohibitively long! So if you
were thinking of emailing me with a related suggestion, get it in soon
and I might include it (heather at burningvoid.com).
Have a great afternoon,
Heather
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CHAPTER X: On Being A Bard -- Part 1
[This is an excerpt from the soon to be released game, "Promised
Sands". This section is written by Butch Miller. For more
information, please visit us online at: http://www.bbrack.com/ and be
sure to ask your local retailer about "Promised Sands"--the release
date is May 2003.]
"The greatest status of all the people in this world is given the
Bard. He is the bringer of hope, the keeper of memories, the
interpreter of dreams. When a Bard comes into a settlement, people
gather around eager to hear news of far away places, strange creatures
and exotic heroes. It is a time of celebration for a village. In
return, they offer their stories to the Bard hoping that he will bring
news of them with him on his journeys. Of all the things I could have
chosen to be, the choice of being a Bard is the most blessed I have
ever made". -Culrain, Traveling Historian
The Art of Barding
Some would say that the job of the Bard is to tell the tale, pure and
simple. In his capacity as the storyteller, the master of the tale,
the game master, in this instance, some would say that his job is to
craft the story and the setting, the world and the happenings around
the characters as they react to their world.
Indeed, this is the traditional role for the game master. You will
weave a tale of drama and action around a central theme and watch as
the players dance to your music. To a large degree, this is your job.
Your players expect you to entertain them.
As the Bard, you are the final arbiter in questions on rules,
descriptions, what can be done, what can't be done. You are the
narrator of the tale. You are the deciding factor in the world. Some
would say that this position of control makes you, at the very least,
a representative of the Creator.
Will you be kind?
Will you be just?
Will your players let you Bard again?
They all interrelate. If you arbitrarily abuse your players, don't
expect them to welcome you at the table again. But, if you are too
kind to them, you will create spoiled brats who will run the game into
a farce.
The best-run games are those that take place with the Bard creating a
framework around which both the Bard and the players create the tale.
Let your players define their surroundings and they will help you
create a better tale than you could ever manage on your own.
You will find that the creative energy in a group of players exceeds
anything you can capture alone. They will offer ideas and descriptive
flavor that will enhance and illuminate your world. Often, accidentally!
Allow your players the freedom to describe the world around their
characters through their actions and their statements of character
responses. Use their imaginations and creativity to color the world
and create a more beautiful picture.
Example:
You have designed a scene that takes place in a barn-like structure to
house grain and straw for animals. The players are in this building
when they are set upon by a group of ruffians. One player decides to
climb to the next level up. As the ruffians converge upon the rest of
the group, the player on the 2nd floor states, "I want to swing down
from the dangling ropes hanging from the rafters."
You are now set with a dilemma. You can tell her that there are no
ropes hanging from the rafters--and squelch her creativity. Or you can
revise your perspective of the barn, accept that there are now a)
rafters that can be swung down from and b) ropes that are on those
rafters and say, "Make a roll against your Swinging skill."
By allowing your players creativity in developing the scene, you give
them a sense of ownership of the scene and the events. Not only do you
offload a lot of the descriptive work from yourself, but you expand
the story from something that you are telling them, to a story they
involve themselves within.
You will need to let common sense guide the situation, of course.
Having a player state that there is something that would not fit,
unbalance the game, not fit into the world, etc. would be nixed by
you. So long as the player chooses to do something that makes sense
for the scene, you can run with it. Your players will have more fun
and you will gain a sense of the unexpected, which will make things
more fun for you, as well.
Of all the players in a game of Promised Sands, the Bard has the
biggest job. The Bard is everyone in the world who is not a player
character. The Bard is the storyteller, the motivator, the archvillain
and oldest friend. The Bard is responsible for setting the tone, the
pacing, and the feel of the entire session. Whether serving in a
single night's play (a session) or an ongoing storyline told over the
course of weeks or even years (a campaign), the role of Bard brings
with it a special responsibility to ensure that the time spent playing
is three things: fun, memorable, and focused.
"The Bards carry with them intricate knowledge of their surroundings.
We should learn from them, if we ever hope to settle here." -Culrain,
Traveling Historian
Fun, Memorable, and Focused
Fun is the main reason we humans game in the first place. Gaming, and
role-playing gaming in particular, is a social interaction with an
unwritten contract between all the players. This contract states, more
than anything else, 'We are all here to have a good time.' The Bard is
the host of this good time, and, unfortunately, is sometimes the
sergeant-at-arms as well. Everything should contribute to all of the
players having the best time possible.
This doesn't mean that setbacks within the game can't occur just
because someone doesn't like it. T'nah is a harsh mistress, and death
is often the abrupt end of a career. But it does mean that the Bard
should deliver such setbacks in a manner that the player--not the
character, but the real person--knows that it's all part of the game,
and not a petty vengeance for some real-life incident between the
Bard's player and the PC's player, or just bloodlust on the Bard's
behalf.
Bards should keep the 'golden rule,' in one of its incarnations, in
mind. If you were the player and you would feel wronged by a decision,
then reconsider that decision. Sometimes life just isn't fair and the
Bard has to deliver the news, but sometimes the Bard can change the
news without sacrificing the story or events of the world at large,
and in doing so, provide a better environment for gaming.
Always keep in mind that your storytelling is only successful if all
of the people playing enjoy the story. The players are real people,
and even though their characters are not, the players nonetheless
relate to those characters closely. In one sense they are similar to
actors who may be attached to the character they play; imagine how
Bela Lugosi would have responded to a script wherein Dracula is an
ineffective and unfrightening buffoon, a nitwit incapable of any
success whatsoever. I think it's safe to say there would be stout
objection. Can a player be expected to object any less, when a fate
they disagree with, and find completely outside the realm of the
likely, comes to their character?
Yet in another sense, they can even be much more closely tied to the
character than that. Actors have a script; they portray the emotions
of surprise, shock, pain, and so on, and yet the actor knows what
befalls the character in the end. Players don't have this mercy, and
often portray their charges with all the vigor and will with which
humans cling to life, in no small part because they helped to create
this character. The player character is, in a larger sense than any
actor's role, a part of the player, and thus the potential for an
emotional bond is greater than a role in a play or film.
So bards need to keep in mind that some players will be more sensitive
to the events of the game than others, and therefore a fun atmosphere
is not just healthy and worthwhile; it is, to some, imperative.
Because when the character dies, if they didn't have fun 'living it
out,' then it was all a painful, futile waste. A heroic death is often
a fitting end, but a meaningless death is bitter, even in fiction.
But the opposite of fun is not usually upsetting; at least in
role-playing games, it's more likely to be boring. Boredom is the
bard's great enemy. When players are stacking dice into little towers,
or standing to stretch and wander around the table every ten minutes,
or constantly distracted by talk of work or mundane things over which
that they'd normally prefer to discuss gaming, it's clear the fun has
ebbed and the bard has a boredom situation.
Don't take it personally when your players get bored. Everyone has a
different tolerance for things; Jane may thrive on political intrigue
while John may snooze through it all, waking up only when he gets to
leap into battle. Try and balance it for all of your players. Try and
'read' them, to know when they're interested, to know what specific
sorts of titillation work on each of them, and then try to provide
adequately for everyone to stay involved.
Campaigns have to consist of more than combat, because combat is the
culmination of conflict. It's true that a fight or death can become a
grudge, which means more conflict and more combat. Yet the more
reasons there are for a fight, the more interesting, and fun, and
memorable the fight will be. So try to avoid random combat; the more
pointed the fight, the better. Granted, creatures will defend their
water, even if the players don't see the creature or the creature's
water. But as Bard, try to ensure that every fight is going somewhere,
that there is possibly more to be found behind the scenes.
This is where it is important to be focused, and to manage a focused
game. Not every path on the road of probability leads toward a given
desired end, but in the story of our lives, every path we take does
lead us toward our end. The game should reflect this, and should
circulate around the characters, however insignificant they are in the
'big picture.' The events of any session should be focused toward
resolving the situations in which the characters are involved. While
detours or side routes can be memorable fun, they should certainly be
the exception and not the rule. For example, if every episode of a
sci-fi television series based on investigating the unknown were to be
based on old black and white horror films, or if every episode of a
horror series were to model a Broadway musical, then the very nature
of the shows would be something different.
This makes focus important, and it also makes rare deviations from
that focus both viable and potentially powerful.
That is also one of the biggest things leading to the true
memorability of a session or campaign. Some sort of twist, something
unexpected. There must be enough normalcy to establish a norm--but
beyond that, the wilder, the better. Promised Sands has room for
almost any sort of fantastic, miraculous, inexplicable event, and an
event like that can launch, or reinvigorate, an unforgettable campaign.
"As the fire dimmed, the Bard strummed his harp and began speaking in
a low, strong voice. He told of Arywan the Bard bringing songs and
hope to settlements before finally passing from the world in a song of
steel. Villagers hung on his every word, feeling every touch on the
harp stirring emotions within them. They were there as Arywan rescued
a caravan from Ch'ak warriors. They fled with him through the starlit
night. They stood with him on the green grass, as the warriors closed
in and the song ended." -Culrain, Traveling Historian
Descriptive Immersion
Good Bards will have enough of the world described to give the players
a strong feel for the world. This does not mean that you need to go
into excruciating detail and describe every minute facet of the world
around your players' characters-but you should at least tickle their
senses.
A very good approach is to describe each scene and touch all of their
senses at least once in the description. Remember, too, that some
characters may have other senses beyond human norm, so think about how
the world will look and feel to those senses as well.
World flavor can include the sights and sounds of the world around
them. It can be the smell of the kamel dung on the ground at their
feet. It can include the jostling of the crowd as they approach the
busiest section of the souq. The hot, dry breeze carrying the scent of
sweating bodies and rank food mixed with the musk of animal dung and
tang of vomit will tell you more about the place you are in than a
flavorless description.
If the characters have to shield their eyes from the glare of the sun
across the pool of open water at the center of the souq, while a
gentle passing nudge feels their most obvious pocket for a pouch, and
is then vanished into the crowd, then you have told them a hundred
things in just one sentence. You have created a web of description. By
tickling one or two senses with some description, they have created
the scene around them. They can probably even see the multicolored
hues of the crowd, the strange and unusual people leading even
stranger animals through the morass of sweat and grit.
These are the kinds of descriptions that will immerse your players
into the world. They will see it, feel it, taste it, smell it and hear
it. And in so doing, you will let your players experience a world that
does not exist. The more immersed in the world they become, the more
in-character they will be able to play. Your player's roleplaying
ability is, in large part, due to your ability to describe the world
to them and immerse their senses in it.
Coming next issue, in early March: Part 2!
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass any
of your suggestions on (either through the newsletter or the RPG
resources page), I'll attribute them to you. Be sure to tell me if you
don't want me to use your name and/or comments!
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SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/writing/ms/essay/style3.html
Part 3 of the RPG writer's style guide concentrates on rules and
mechanics.
http://www.burningvoid.com/users/heather/writing/ms/essay/style4.html
Part 4 of the style guide covers gaming fiction!
Burning Void Writers' Resources:
http://www.burningvoid.com/users/heather/writing/resources.html
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ANNOUNCEMENTS:
(copyright stays with the company; announcements may be edited for length)
Hogshead Returns under New Management
3 February 2003 (London, UK): Hogshead Publishing Ltd. announced today
that it is under new management and that the company will continue to
publish role-playing games. Mark Ricketts, the new owner, bought the
successful RPG company from James Wallis, who started Hogshead in 1994.
The transition to new management for Hogshead will be a smooth one.
Not only will Hogshead Publishing Ltd. remain at the same address in
London, the company also retains its full-time production editor,
Carol Johnson, who has been working at Hogshead since 2000.
Hogshead will have new games out by GenCon US in August 2003. Mark and
Carol are working out the new production schedule, and new titles are
likely to be added as negotiations for various popular franchises are
explored.
Hogshead intends for all its new games to be cross compatible with the
D20 'open game' license, but useful as a resource any game system. All
game lines will be fully supported with a dynamic schedule of
supplements and online material.
Hogshead Publishing will be posting regular updates on our website
(http://www.hogshead.demon.co.uk/ ) as well as selling surplus stock.
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