Make everyone else look good

It’s often mentioned that it’s a good idea for larpers to make each other look good during play. I think this is borrowed from improv theatre, where Keith Johnstone calls it the “Golden Rule”. I mentioned this on the Philosophy page of the Mordavia website, where I think it became popular here.

So, that’s my potted history of the thing. I think it’s a nice rule, it’s not the be-all and end-all in larp, but it reminds us to play co-operatively.

My question now is: how? What are some good techniques for making others look good?

Having done Drama back in High School, I was taught that during improv situations that a good improvisor never said no to anything. So if someone presents you with a situation or something, go along with it as you never know where it may lead…

I agree that just saying “yes” goes a long way towards making things fun and drawing other people in.

But when you are playing a character, there are certain things that they will not do. So the trick becomes finding a way to say “no” while also saying “yes”.

And by that I mean the need to buy into the scenario and who you are.

Let me explain.

Over the last 6 months or so I have been doing a Meisner acting course. (Meisner is just a philosophy of acting.) I love acting, and I also love directing and LARPing. And all of these need an understanding of acting at one level or another.

One of the crucial things I learnt was that you need to have an opinion. And express that opinion in a character appropriate way.

Without an opinion, there is no drama.

The beauty of LARP and acting is that you are INVITED to have and express your characters opinion. Sometimes in a very strong way.

This is rare in life. In our civilisation, it’s often required that in order to get along, we suppress our opinions. This reduces conflict. And drama. Precisely the opposite of what you want out of LARP or acting.

Let me try to be clear here.

Having an opinion does not mean shouting about it all the time. But your actions and reactions reflect your opinion.

So your reaction to “Let’s go and kill this guy” might be “No”. But taking it further and buying into the scenario might mean that your opinion could be “No! And I’m going to stop you”.

At that point, you’ve bought into the scenario presented to you by another player, and you’ve bought into it to the point that now you are deeply involved. Even (or especially) if you are opposing what they want to do.

So what I’m trying to do now, when I create a character, is create a list of a number of things that he has an opinion on. And what the opinion is. It helps solidify the emotional attitudes of the character. Because what you really want when acting and LARPing is the immediate emotional reaction to someone or something. Thinking about it does not make for compelling drama. You just have to accept that momentary decisions may not have the consequences that you (or the character) want.

But that’s really what life is, isn’t it? :slight_smile:

Amen! And well said!

Tigger has his “sausages” analogy about larpers. Basically saying players over-analyse stuff and can’t just get the fuck on with it.

My highlight of the St Wolfgang’s game was discovering that Le Stirge had an opinion on using magic, and it was in conflict with everyone else. As a player, I REALLY wanted to be in the last combat. But I was possessed by the opinion of my character, who had drawn a line in the sand over which he refused to step…

Tigger saying something about sausages? Now that would be unheard of.

After Chimera, I figure he’d be going Italian.

Amen! And well said!

Tigger has his “sausages” analogy about larpers. Basically saying players over-analyse stuff and can’t just get the fuck on with it.

My highlight of the St Wolfgang’s game was discovering that Le Stirge had an opinion on using magic, and it was in conflict with everyone else. As a player, I REALLY wanted to be in the last combat. But I was possessed by the opinion of my character, who had drawn a line in the sand over which he refused to step…[/quote]

That was a highlight of SWG for me too. Le Stirge’s decision to do what he had to do affected me to the very core and when I look back at that moment it is crystal clear in my mind - like I can visualise every detail it’s frozen so perfectly in my mind.

And I think that’s a good example about having -opinions- and staying true to your character impacts other players in a positive way - with “positive” here clearly meaning: provided some opportunities that tested my character’s own opinions, made me feel very strong emotion and contributed hugely to the mood of the game.

I had the heaviest of hearts going into that final battle… ugh.

Amen! And well said!

Tigger has his “sausages” analogy about larpers. Basically saying players over-analyse stuff and can’t just get the fuck on with it.

My highlight of the St Wolfgang’s game was discovering that Le Stirge had an opinion on using magic, and it was in conflict with everyone else. As a player, I REALLY wanted to be in the last combat. But I was possessed by the opinion of my character, who had drawn a line in the sand over which he refused to step…[/quote]

That was a highlight of SWG for me too. Le Stirge’s decision to do what he had to do affected me to the very core and when I look back at that moment it is crystal clear in my mind - like I can visualise every detail it’s frozen so perfectly in my mind.

And I think that’s a good example about having -opinions- and staying true to your character impacts other players in a positive way - with “positive” here clearly meaning: provided some opportunities that tested my character’s own opinions, made me feel very strong emotion and contributed hugely to the mood of the game.

I had the heaviest of hearts going into that final battle… ugh.[/quote]

Totally Agree. Without that line in the sand Lucius would not of had his scene of chasing him down and then having him at his mercy before (and much like most of the time) doing the compassionate and right thing and letting him live.

Its a good example that these opinions draw others into the story. Something that is always welcome in a LARP

See, the nice thing about the advice to have opinions on things and stick to them is that it’s a roleplaying method that I could follow immediately.

The problem I have with the make everyone else look good advice is that while it sounds lovely and cooperative, it’s not immediately clear how to achieve it. It probably implies some more specific techniques, but what are they?

Personally it implies taking chances, making mistakes, and getting messy (though not always literally).

Some early morning thoughts off the toppa my head in response to Ryan’s question

Listen to people’s stories

  • Everyone works hard on their back stories and there’s usually a dark secret or two in there, or other significant events that, if referenced in game, can be profound personal moments for that player. Getting to know players and their back stories means that they’ve got people to go to when the shit hits the fan - people who know the significance of what’s happening. Or they’ve got confidants and allies they can go to for advice on the stuff that really matters to them. Both of these scenarios means that when the meaty, emotional stuff hits the players can react with more honest emotion because OOCly AND ICly they know someone gives a shit. And acting with more honest emotion = stronger, more convincing and moving roleplaying. And that will make them look good.

Be inclusive

If you notice someone’s sort of foundering, consider ways to draw them in. It can be as simple as engaging them in a conversation and asking them ‘So, where are you from then,’ which give them a chance to talk about their back story. It may be asking them to deliver a message or do a task for you - on you might have been perfectly capable of doing yourself but by getting another person involves allows them to meet other players and have a sense of purpose (if only for a moment).

Be generous with your drama

This is going to be a hard one to articulate. Bear with. I’m going to use Alyssa as an example here - not because I even remotely begin to think I’m super awesome, but because with her I was trying to achieve what I’m about to describe.

Drama, be it through situations or personalities, can often give players things to respond to that will can become inclusive if done right. And it may not actually include you, the player, who is bringing the drama. If you do this with care, by which I mean you know how the drama you’re going to bring may impact other players, it can be profoundly effective and not pure show-off. In order to do it right you have to spend some time listening to other players and genuinely getting to know their characters and understanding what their triggers are, what’s going to inspire them to be engaged, react, what have you…

With Alyssa, I felt her role was to make others look good. Jean in particular. For as horrible and loud and spoilt as she was it underscored Jean’s patience, his reliability, his calm. Same for Duncan. And Nicholas. Etc … She was a character that was designed to be not especially liked by all - and sometimes giving other players a chance to look down their nose at someone can make them look good by reinforcing their own opinions and giving them something to work off of if that works for their character.

And again, that comes down to inclusiveness and engaging people and working collaboratively. When you bring the drama it shouldn’t be about “this moment will be cool for me” but “this moment will be cool for US”.

The way I read the “make everyone else look good” advice is as a reminder that you are not the only person in the game trying to have fun. Look outside yourself and your own backstory and ambitions. As mentioned above, be inclusive and work toward scenes that are cool for “us” and not just “me.” Personal stuff will come out and be addressed, if the gm’s are good, so don’t worry so much about advancing your own plot; it will happen whether you force it or not, and sit alongside and complement the main plot like a yummy side dish.

Making other players look good happens by indulging them (the way you would want to be indulged, right?), by saying, “huh, that other side dish looks different, but I think I’ll try it” and buying into their stories too. Run along their plots for a while and let them be the stars, and they’ll be more likely to do the same for you, and that ends up making an awesome game for everyone because everyone’s happy.

I’m not sure there really are any specific techniques other than, “don’t be a selfish bastard; the gm’s are not running a one-person game here.” Basically it boils down to the same old “treat others as you would be treated” idea, which also doesn’t come with instructions about exactly how to go about it.