Welcome to Accelerated Story part 3, where we’ll continue to look at Willem Larsen’s “Rules of Accelerated Learning” from his Language Hunters blog, and explore how to apply those rules to story gaming/roleplaying.
As always, Willem’s disclaimer: Each rule is very contextual; these are not silver bullets or cure-alls.
The third rule is The Fluent Edge:
It’s easy to be bored by the amount of repetition needed to become fluent, and overwhelmed by the complexity of what you want to learn.
Therefore, perform your skill at your current level of fluency, and then increase the challenge by a tiny bit more – taking you to your FLUENT EDGE.
This is perhaps the most fundamental principle of accelerated learning, or even of gameplay itself. The energizing factor, the sheer excitement of play, is the walking of this edge, getting into the “zone” where players are just challenged enough to engage fully in the game without becoming bored or overwhelmed.
Continue reading Accelerated Fluency 3: the Fluent Edge
My friend Willem Larsen, developer of the Language Hunters accelerated learning system, recently published a series of blog posts on the “Rules of Accelerated Learning.” These are a set of interlocking patterns for fluent skill-building presented in bite-sized pieces. I really dig what he has to say here, and the way he says it.
Ordinarily Willem applies these insights toward the language game, but here they’re presented in a general fashion, to apply to ANY skill you want to build proficiency in. Since I’ve been exploring how the principles of fluency intersect with story games for a couple of years now (no surprise since Language Hunters is itself a game!), I want to dig into these rules and look at the concrete ways they can be leveraged toward collaborative storytelling and roleplaying. As we explore them one by one, I hope to see understanding expand ever outward as the rules break off, recombine and create new connections, building insight on insight.
Before we begin, it’s worth noting Willem’s disclaimer: Each rule is very contextual; these are not silver bullets or cure-alls.
The first rule is: “Focus on What is Alive.” As Willem says,
It’s difficult to learn skills or new competencies from reading books, verbal explanations, or standardized curricula.
Therefore, always look for situations where you can observe or learn from skilled practitioners, and gauge your success by the degree of engagement of the participants.
This matches up with my experience with roleplaying games. I originally received roleplaying rules via oral tradition, but as soon as I was able to get my hands on RPG books I started acquiring my skills and rules knowledge that way. Reading books was a great way to acquire comprehensive knowledge, but it translated awkwardly into play with actual humans.
Continue reading Accelerated Story, Part 1: Alive
It’s been awhile since I wrote a Dreaming Crucible rules post. The text of the game is published under a Creative Commons Attribution Share-Alike license, so I’m sharing pieces of it through blog posts. I hope to get a Dreaming Crucible wiki up and running in early 2012, so that play of the game will be freely accessible to anyone outside the realm of commerce, leaving the physical book to thrive on its own merits as a beautiful artifact. Previous Crucible game text posts:
And now, at last, we come to Beginning Play!
When you’ve got your roles sorted out and are ready to play, make a comfortable, relaxed space around a table. It doesn’t have to be a big dining room table; a modest coffee table in a cosy living room will do just fine if that’s the sort of setting where you can relax and focus. Make sure everyone can see and reach the table easily. Place the bag at the center of the table. it will be a focal point in play. place the bowl of stones off to the side, at a corner of the table or perhaps even off the table—accessible, but unobtrusive. Give every player the Story Cards related to their role. Do whatever you like to provide atmosphere—dimmed lights, mood music, lit candles, food and drink, conversation, focusing exercises. When everyone’s comfortable and engaged, begin by choosing Seeds.
Continue reading The Dreaming Crucible: Beginning Play
So we’re playing our final session of Apocalypse World. At least we think it’ll be the last. We’ve all agreed that we’ll either end the game tonight or next session, depending on how things go. And I’m feeling the pressure.
See, I’ve become intensely invested in Burdick’s future. Burdick is my character, a Savvyhead with a greenhouse trying to get the earth to yield a bounty like she used to, rather than the weak, halfhearted crops she produces now. Burdick’s had her hurdles, including clashes with her Hocus brother, Always, who leads his people in a fire and brimstone, will of the gods manner, with ecstatic visions and draconian pronouncements.
Now Always is gone, disillusioned with his leadership and living alone in the woods somewhere. Burdick’s got the Battlebabe Kickskirt at her side, and a gaggle of scared people looking to her for fresh leadership. And the warlord Barbecue has moved in, threatening our territory and our way of life.
Continue reading Finding Burdick
My friend Willem has this blog, the College of Mythic Cartography. He talks a lot there about “Storyjamming,” which is his term for what’s usually called roleplaying games. I’ve played a few games with him, and what we do and why we do is pretty much the same.
Except that it’s not.
I’m not calling him out or anything; Willem himself will tell you that he sees the two activities as different. And I admit there’s something primally appealing about his ideal of pure Story flowing from the mouths of a collaborative group, reclaiming a lost human drive and tradition, bringing storytelling back to modern ears and modern lips. It’s a noble goal; it’s a goal I share. And in the service of that goal, Willem considers all the fiddling around with dice and cards and points and stats to be mostly unwanted distractions, to be trimmed down to just enough “to drive a story.”
I on the other hand like rules. I like the “game” in my “roleplaying game.” I like stats and dice and tokens and whatzits. I like robust interlocking systems that yield fruitful results from deft interaction. But I want what Willem wants. I want a revival of oral tradition and storytelling for the masses. I want spontaneous meaningful creativity amongst my friends.
So, can I have both? Or am I shooting myself in the foot for the sake of an ingrained preference of my personal history? Am I sacrificing my deepest longings for a framework that is a stumbling-block to story and a barrier of entry to non-“gamers”?
Should I game or should I jam?