Generosity is what makes acting more than the sum of its parts.
So what does this mean for roleplaying?
There
are at least a few games out there that explore the dramatic side of
roleplaying -- I'm specifically thinking of PRIMETIME ADVENTURES and
Robin Laws's DRAMASYSTEM, although I'm sure there are others I'm not
remembering. These games are generally good at explaining the essence
of drama, which is (as David Mamet would have it) placing two
characters who want something in a scene together, knowing that they
both can't get what they want, and then watching what happens.
PTA models conflicts between characters (large and
small) in an efficient way, and DRAMASYSTEM introduces the important
idea that it's necessary for players to concede to each other for drama
to proceed, rather than digging in their heels and refusing to give.
While both of these games stake out territory that is the foundation of
drama, neither really gets into the business of how to make drama at the
table that functions at a higher level.
In essence, what we're talking about here is
communication, so perhaps it's fair to say that these games assume
Generosity is something that's a social contract issue, rather than
something that should be prescribed by the game itself. That may be
right.
It's so important for a group that's interested in
playing a dramatic game to work on those basic skills -- not only
developing their own ability to perform and play proactively at the
table (driving their character's development and wrestling with
conflicts) but listening to other players actively. This is essential
not only for the well-being of the game as a whole, but for playing
dramatic scenes with the other characters. If you know what someone's
deal is and where they're going with their storyline, you're ready to
not only interact with them but to be generous with your scenes, helping them build at the same time you're pursuing your own goals.
You're operating on several levels at once, like
those high-functioning actors I talked about: you're performing your own
character, building the overall structure of the game, and providing
assistance to your fellow player at the same time.
What we're talking about here, in other words, is
for each of the players at the table to take some of the authorial power
and responsibility (the latter being the important thing, with regard
to generosity) that the GM traditionally held at the table. Although a
lot of modern games talk a good show about shared narrative control, the
"sharing" part is often limited -- players get a say in how their
problems shape up, or are encouraged to add glosses to the scene as it
unfolds, or the rules themselves focus on player decisions shaping
narrative. In other words, they often have more to do with the power part of the GM role, not the responsibility part; players can throw things in the mix to taste, but there is no requirement that they play well with others.
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