Gaming

Silent Movie Pacing

I’ve been watching a lot of silent movies lately – specifically as much of Lon Chaney’s output as I can find (the man could act with every cell of his body and is a pleasure to watch – seriously go find his stuff and savour it) and one of the things that struck me is the pacing of the movies.

Without dialogue every scene has to convey all the emotional oomph and exposition in as condensed and pure a form as possible. If there is necessary dialogue then one or two captions take care of it and the rest is acted out and the movies gets on with the next scene. Once you watch a few in sequence and then go back to a more modern movie (or talkie, to be precise) it becomes obvious just how much filler there is.  Some people can write good dialogue (Mamet for instance), some is perfectly functional, but some is just filler.

I was wondering how this would apply to RPGs.

Obviously character interaction is a vital part of the experience in role-playing and I’m not suggesting it is eschewed in the sake of bullet pointed actions and a few handwritten captions, but in terms of scene pacing I think there is something to be said for following the same rules in RPGs as are recommended for fiction – start as close to the action as possible and get out quick once the scene is resolved. By action I don’t mean just a fight or other dynamic moment like that, but rather the point of interest and choice in a scene.

It’s a fine line – I suppose what I’m pitching for is efficiency without reducing atmosphere, focus without removing flavour. One thing I already tend to do is gloss over travel unless there’s a damn good reason to include it – and even then focus on the key events during the journey. Mostly it would be a case of “okay after six days of travel the city comes into view…” or something similar.

Extending that to other features of the game may well sharpen things up too. If the characters decide “we should go speak to Lefty the Mob Boss” then instead of the next scene being the tentative approach to the shady nightclub, waffling around with the bouncers etc, it would start at the moment that Lefty looks at them over his desk, narrows his eyes and says “What are you punks fouling up my air for?”. This sort of thing needs trust on both sides – the players need to know you’re not unfairly putting them in danger (“Aha there are thirty other mobsters standing around you with guns pointing at you and you handed all your weapons in earlier”) and you need to know the players aren’t going to abuse their position (“I pull out my M60 and obliterate Lefty!”). That sort of trust should be in any RPG anyway in my opinion.

The flashback mechanic in Blades in the Dark supports this really well – throwing the characters into the important situations while still allowing them retro-active agency to change the details, and I think I may roll out some variant of that to my other campaigns to see how much silent movie pacing I can inject into them.

Gaming

Beasts of the Bone Coast

BEasts of the bone coast
After the wreck of the ship carrying them into slavery, a small band of survivors face the dangers of the hostile land where they have washed up. Gigantic insects, abandoned temples to alien gods, impenetrable jungles – and worst of all a city of hate-filled ape-men marching against an isolated human township that is our heroes’ only hope of escape from this hellish new world

My latest adventure BEASTS OF THE BONE COAST is now available for free download HERE.

This is a short survival based adventure in the sword & sorcery genre with game suggestions and statistics for both Barbarians of Lemuria and Index Card RPG.   Starting from nothing can your heroes survive a hostile land and save a helpless town from a horde of crazed beast-men?

Comes complete with rules for a Mammoth-back chase and hero-focussed mass combat.

Fiction

NSFW

It was a hot day, and the office seemed hotter than the world outside.  Despite the air conditioning she was perspiring, feeling lazy and sticky and just a little bit horny.

Looking around herself, seeing that none of her co-workers were looking at her she slipped her cellphone from her purse and used her thumb to deftly caress words into a new text message for her lover

Text me something NSFW
She smiled a private smile as she sent it, and imagined how he’d react.    Seconds later her phone whispered to her that a new message had arrived.  Reaching down and holding the phone below desk level, flat against the so-proper dark blue skirt, she opened the message.
What’s NSFW?
She tsked in frustration.   Sometimes she half believed that he was a refugee from the Victorian era as he often joked.    Her thumb moved again on the slick screen, teasing out a new message letter by letter.
Not Safe For Work.   You know… something provocative.
She sent the message.   The word provocative pleased her… it was long and complex, a pleasantly rounded couple of syllables followed by a sharp ending, like a caress that became a demanding kiss.    She looked at the screen waiting for his response, imagining his mind working and his passions rising.  She wondered if it was as hot where he was as it was here.
An email arrived from a client and she put the phone down on her desk and started typing a reply to that mundane enquiry about warranty violations.  Halfway through the email, her phone sighed once more and she saw his name appear on a new message notification.  She held her breath and finished the email quickly, sending it as quickly as she could.

Then she picked up the phone and opened the message.

Not Safe for Work?  Okay, here we go:   The capitalist system is inherently stifling of the human spirit – you are paid far less than you are worth and are wasting your endless creativity in the service of dullards, performing repetitive and menial tasks that consume your time and your potential.   Your boss is a manipulative shrew, and her boss lusts for money and power at the expense of everyone around him.  Walk out of there today, and take as many of your co-workers with you.   An end to wage slavery! 

How’s that?

She read it through twice, sighed, then sent her reply.
Perfect.  Not what I was hoping for, but perfect.

Before she could send it she heard a tapping on the glass wall that incarcerated her and her co-workers.  She looked up, as did others, and she saw him, phone in hand and ridiculously elegant in a dark three piece suit.  He had his habitual wicked half-smile on his face.


She smiled back, stood, put on her shoes, picked up her purse and walked across the room to the door, ignoring everybody else in the room.  Forever.
**
Finn Cullen’s first novel “A Step Beyond Context” is now available on Amazon in Kindle and Paperback editions – a mystery pursued across many worlds and a heroine who won’t give up no matter where the truth leads her.