For this session of the Ludoverse Lab, we went after more lighthearted fare. Cheat Your Own Adventure and The Extraordinary Adventures of Baron Munchausen are prep-less and GM-less games which challenge the players to think on their feet. Absurdity and inanity follows.
You can see the video recording of our session by clicking here.
I’ve lightly edited the video with headings used throughout to assist you in seeing how the gameplay develops. The video ends with some brief discussion about the games in education and the possible tweaks we would use to make sure all the students are involved in the mix.
Of special note is the contributions of Mikel Matthews, a drama and English teacher who also has deep experience in the improv acting arena. He gives us some useful instruction at the 59:00 mark as well as towards the end of the session during our debrief. Teachers who are interested in teaching role-playing and improvisational skills would be wise to take a look at what he has to say.
Cheat Your Own Adventure is freely available as a 2-page pdf on the internet. The basic idea is simple: One player starts a narrative about an adventurer using the second person (“you”) and takes the tale to a branch. The other players then propose options for the protagonist, and the narrative then passes to the player whose option is selected. The end result is a collaborative tale, and the players naturally fall into the idea of coming up with options that are attractive either because they are intriguing or because they will lead to hilarity.
It quickly becomes apparent in this game that the destination is less important than the journey. From the get-go, we swerve down paths that have little to do with the sorcerer Zalkir (whose name appeared in the title of our adventure) and more to do with introducing zany side characters and detours. When the narrative branches, the players at the table are challenged to come up with new directions for the tale. There were occasions when a player had come up with a good idea yet found someone introducing their idea before they could put theirs on the table, so we had to keep on our toes. It was also sometimes challenging to keep all the options in mind: You will see me constantly taking notes as an aid.
CYOA is a solid warm-up game that will inevitably lead to a lighthearted good time. It also has great flexibility in terms of the types of stories it can tell. For example, one might use the framework to tell the story of a press secretary who has to handle various gaffes and missteps of a President whom they serve. That would activate a great pun in the abbreviated title of the game—COYA. There are also clear possibilities of taking the narrative to more serious or dramatic destinations.
Baron Munchausen is a more refined game. Players challenge each other to tell tales, with the goal being to make your story more extraordinary than the others. The game really cooks when you use the challenge mechanic, which allows you to interrupt another player’s tale and ask them to explain or justify some detail.
The game has a curious competitive aspect, and one can consider strategy, but the rivalry side of the game is ultimately simply more veneer that exists to generate additional outrageous fiction. For example, if you challenge other players, your purse will surely dwindle, which seems like a bad thing. But in the final round of voting, you are giving your purse to the other player whose story you deem to be the most extraordinary. That means that having a small purse leading up to the end is actually a boon in disguise, since you will ultimately be passing fewer coins to a rival. Wallis has worked out a brilliant betting mechanic that rewards deep study: It valuable lessons into how an apparent strategic-competitive component can encourage the alert player to lean into the tactics and, in so doing, reinforce the underlying goal of the game.
One element that adds to the humor to Baron Munchausen is the atmosphere of false 18th-century propriety that the game encourages. Players are instructed to give themselves bogus honorific titles, and challenges are delivered with an affected politesse. The rule book is a delight to read and puts you in the right spirit. At some point in the future, I’d love to drill into the stylistic approaches of different rpg authors. There is great variety out there. If you wanted two writers worthy of close study who exist at opposite ends of the spectrum, I’d suggest comparing Ben Robbins to James Wallis. I admire both of them immensely, but for opposed reasons: Robbins is a master of clear, cogent precision, while Wallis is capable of delivering lush hilarity.
I’m gearing up to play Our Last Best Hope by Mark Diaz Truman, and I’m then going to set up a few more laboratory experiments for the summer. Announcements about those sessions will appear in the coming weeks, and as always, I’ll be looking for players to join me at the table.
A blog about games, teaching, and miscellaneous musings. I write about game design, game projects, playtests, actual play experiences, and about teaching. I'm especially interested in how games can be used in to enrich learning, encourage students, and spark creativity.
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