Showing posts with label Pacing. Show all posts
Showing posts with label Pacing. Show all posts

31/10/2014

Pulse- In Horror, Nothing Really Happens

So… yeah, Pulse was nice. Or at least, it was nice in the beginning. Somewhere after the first 30 minutes or so it just lost its mark, and what followed was a mediocre film. The acting level went down, the dialogues became clanky, the metaphors became way too much for a normal movie. I left the screen disappointed, way too much disappointed.
In short, though, this movie is a metaphor for the way that the internet changed our society, driving us away from each other due to the internet. It is pretty easy to see that by the time we reach the end, the director practically says that the internet will destroy us all in one way or the other. But the ending just feels a little bit over-the-top, and is a little too happy for the tone of the movie up to this point.
But it doesn't mean that there's nothing to learn from this movie. True, it is located in the first 30 minutes of the movie, but this lesson is there nonetheless. In the first 30 minutes of the film, almost nothing happens. And that's one of the most important secrets in the horror genre- nothing really happens, but it is still scary as hell.
The trick for doing it is to say to us quite early that this is a horror movie or game. After stressing that, we're always on the lookout for those horror moments, because we first of all wanna be scared, and second of all we wanna be brave. This combination makes us far more stressful and jumpy in horror films and games.
A great GM can utilize that. After stressing that his is a horror game, and giving something to chew early on, it is only a matter of raising questions in most of the time left for the session. How to do that is what all those other horror posts are for. But firstly one needs to understand that in horror, being gentle and graceful in the use of the tools is the trick. Nothing really happens, or is it? The room is empty, or is it? There are marks on the floor, but do you really wanna know what thing left those marks? Nothing really happened here, but the feeling went out of my keyboard and (hopefully) entered your minds. Because in horror, just like in real life, nothing really happens. We just think that it does. And hope that we are wrong.

How about you? What have you thought about this movie? And what have you learned from it?

12/10/2014

The Black Cat- Doing It the Lovecraftian Way

Universal's horror films rarely stand to the effects of time. Most of them look aged, irrelevant, and even quite silly. But there are a few that live to this day. The Black Cat is one of them, even though it doesn't bear any resemblance to the amazingly scary horror masterpiece written by Poe and bearing the same name (or is it the other way around?).
It is a movie about a newly-wed couple (yeah, again) who are honeymooning in Hungary, and are joined in the train by a Hungarian Psychiatrist. A few minutes later and they are already in the house of a mischievous Austrian architect. From then on we slowly get to the weirder realm, although when it does get to this realm it picks a Lovecraftian ending pace
And that's actually, the main reason that the movie works for me. There is a reason that Lovecraft's stories are so frightening. I mean, there are reasons for that. One of them is the levels of horror that he's working with, but another one is the pattern that all of his stories share.
In Lovecraft stories', he starts slowly, really slowly, with only hints and such, and only in the last page or two he picks the pace. From that moment onwards, all hell breaks loose and the weird element is skyrocketing in the speed of light. But he starts slowly. True, we know from the very beginning what we will face, but we don't see it till the end, and we only learn about it gradually.
Anyways, this pattern carries with it 2 main benefits. The first one is that it makes the thing, the monster, more believable. After so many pages of trying to understand it, and seeing the effects of its existence, it is much easier to accept this monstrosity.
But there is also another benefit, and this one is far greater. It creates a build-up, and this build up is way better than the build-up usually utilized in the horror market when pulled right. And Lovecraft knew how to do it.
But truth is, it isn't that much harder to pull right. One only needs to understand that instead of showing an attack in the beginning, one shows a diary. Instead of showing the remains of a victim, one only tells about it behind closed doors.
And then, in the end, when we pick the pace and show the true horror, gaze into the abyss and see the tentacles and eyes, we're much more frightened, much more terrified, much more scared. And that's the whole thing, that's the point, in the end, to frighten.

How about you? Have you watched this movie? What did you think? What have you learned?

02/09/2014

Scene-Framing

I've talked quite a lot about scenes in this blog. I talked about types of scenes and how to construct them; I talked about what scenes are going to be remembered and how to invoke emotions using them. What I haven't talked about up until today was how to frame them, i.e. when to start and finish them.
Scene-Framing is one of the greatest tools in the GM's arsenal in order to control the pacing of the game and story, and it can also cut a lot of frustration if scenes are cut before they bore the players. So, how can we achieve that?
As we probably know by now, each scene has a purpose, a role that it should fill in the greater whole. So, even before we put it in, so to speak, we must ask ourselves if this scene will help the game in some way or the other. It can help by enriching the story or by advancing it, it can help by breaking a much too tense tension or it can help an-up-until-now-quiet player to shine. If it fills at least one of this roles, consider putting it in. and of course remember its purpose.
When we start a scene, the number one rule is that the scene should start a little bit before the action starts. This helps you to both set the ground for the action (thus building anticipation) while also cutting down the boring stuff. Don't roleplay Lisa waiting for hours for her contact to arrive, start the scene a few moments before the contact arrives, like with her looking at the clock nervously as the contact is almost late, and then a black car is seen at a distance. This way, you build anticipation, you give the sense of the time passing and you also skip the boring part of waiting and waiting and… waiting.
Finishing the scene well is also very important. We don't want the scene to drag, right? Remember that I mentioned the role of the scene? This is where it comes in handy: Once the role, the purpose of the scene is fulfilled, the scene is over. It is usually advised to ask the players if they fill that the scene should end, but if the purpose has been filled they will probably feel like it too.
Another way to know when to close the scene and move to the next one is to try to discern the amounts of energy around the table. If the levels seem to dwindle, it is probably the time to close the scene. Otherwise, the lasting taste will be bitter.
How about you? Do you have another method around which you frame the scenes? Is there anything that I've missed? Feel free to write those in the comments.

06/06/2013

Thrillers Inc Home Edition

And here comes the time to yet another instalment in our series. Today, we're discussing the feeling of suspense. Suspense deals with the unpredictable, with the "what comes next" as well as when will it come. Suspense is made of three main things: The character and how much we care for it; how likely a particular event is; and lastly, how uncertain we are about the outcome.
Suspense is related to tension, anxiety, concern and doubt, and to a certain extent, curiosity. There is one major difference between curiosity and suspense: curiosity deals with not knowing what our protagonists want, while on the other hand, suspense deals with the fulfilment of our protagonists' goals.
So, how can we bring suspense to the gaming table?
The first technique is by controlling and changing the likeliness of success or failure. If the characters will always succeed, or always fail, there will be no pint in telling the story. If the characters always emerge from battles victorious, why playing battles? Isn't it better to just say: "You fight hard, but win this battle and all the orcs are dead"? If we change the probability of outcomes, the suspense will naturally rise, and every dice roll comes with great tension.
Another way is to control the pacing of the game. Make things in the "now" and things will get tenser, space the time before a major event, and you'll see the sweat on your players' noses. Make your descriptions a little bit longer when trying to cut the right string of the bomb, and it will be a lot more suspenseful than, like going over it quickly.
Another way to control the pacing, and thus bump the suspense level, is with meanwhile scenes. Whether it's meanwhile to other PCs in time of a split party, or to the villain actions, stopping at a minor cliffhanger and going to another place makes the particular player's whose character is left hanging in the air to look forward to see how his action will turn out. Other way to create the meanwhile is by the "parallel scene" technique, like the one used in The Silence of the Lambs. If you can make it into a game, you'll surely benefit from it.
Another way is to put PCs out of their comfort zones (or better yet, putting the players themselves out of it) will make every act tensful and will bring doubt back to the player's minds. Think about something, ability, a trait, or anything else that the character is adept at using, and then put the character where s/he can't use this ability (or the ability harms more than it helps). The player will have to come up with a new way to do stuff, doubting every action and concerned about whether s/he'll do it "right".
Putting a character out if its comfort zone can also be used in another way: with contrasting characters. Think back, for example, on the evil twin act or when David Huxley encounters Susan Vance. Although it's being used mainly in comedy, this trick surely enhances the tense atmosphere of the situation.
In most games and stories, there's this moment of big revelation, when the big and important thing is being told. It is usually one of the most suspenseful moments in the story, as we learn the ugly truth and we have no way to escape from it. This revelation is one of the most important moments in the story and should receive the right amount of energy. Think about the suspenseful atmosphere after Darth Vader tells Luke that he's his father, this is what we strive for.
2 last techniques for today: The first is by controlling the stakes. Higher stakes means higher level of suspense, and raising them can help you raise the level of tension in your game. If you start with a single family's life at stake, and then go all the way to risking the whole country, they'll feel it. But raising the stakes is not enough, as you should always make sure that the players remember the stakes. It doesn't matter if the whole universe is at stake if no one notices it.
The second is by using dilemmas. A dilemma is the formal name for the Bang, a choice between 2 unwanted consequences. It can be a small dilemma or a big one, but there are 2 important things to remember:

  1. It shouldn't be black and white but black and (mostly) black. The love of one's life or the standing in society; the morality of oneself or the family. If there is a clear right answer and a clear wrong answer, there's no dilemma at all, but another not that important and unique conflict.
  2. The higher the stakes, and the more personal they are, the better the dilemma will be. Which one of Sophie's children will live is a lot more personal and important than which city will I let fall first. Personal stakes are almost always higher than the non personal ones, and they carry a bigger emotional impact.
How about you? How do you use or create suspense in your game?

21/05/2013

The Story-Cart Is Going Fast

There is one little thing each one of us GMs will be judged by. No, it's not how great our stories are, although that's one of the things most affected by this little thing. It's not how cool our NPCs are, although it surely helps. There's one mandatory storytelling tool each one of us should master, or at least come close to mastering it: The art of pacing.
In some games, it's the only thing that matters. In others, it's one of the leading most important things. If you pace your game badly, the game may drag to a halt, or may go too fast for the players to follow it. It may destroy every one-liner if done wrong, and will make every villain totally badass if done right.
Pacing is one of those things, that can turn a good story to a bad one, and vice versa. There's no one way to master it, but there are a few tricks that I use to help me control the pacing, even (and especially) when I'm improvising (which means about half of the time).
Before we delve into it, I must confess something: I usually GM with a soundtrack, and even improvise according to it on other times, so some of the tricks have a connection to it.
During stressful, tense or high speed situations, I have two main tricks in my arsenal. The first one is that I shout a lot. It helps to get the players into the excitement, but also, no player likes to be shouted at. If done correctly, shouting a little at a player will make him/her do things faster to avoid more shouts. Don't misuse it, though, as it can turn pretty much like a boomerang if done wrong or too often.
A second trick, during those situations is counting. I usually give my players about 6 seconds to act during their round. If they take the time and go over the 6 seconds, they miss they're turn. "Too bad, but your character didn't hold to the pace of everything". They have 6 seconds to decide what they want to do, then afterwards they roll and give the final modified number, but the 6 seconds for deciding are what important. It is of course accompanied by a shout from me about what happened based on what the player rolled. If I want to make things even tenser, I might count on my fingers. When their eyes catch the time, it forces them to be even quicker on their feet.
When characters/players are too long discussing something, except for of course bringing the battle to them, another nice trick that I found was raising up the volume of the music. To keep hear one another, they had to raise they're speaking volumes to the point of shouting, and no one likes to shout for too long. The discussion dies shortly afterwards.
Another way to get things going fast is to use a fast soundtrack. Humans adapt to music far faster than anyone of us have thought. When the music is fast, so are the speech speed and the thinking speed.
If things move too fast, lowering the volume and speed of speech helps to create a calmer environment. Things seem less harmful and the players have to lean closer to me. Things go naturally must slower this way.
Another way to slow things down is to play soft slow music in the background. As expressed earlier, it does magic on the players.
In conclusion, pace is a very important thing, one of the most important ones actually, and there are a lot of ways to control it. These ones are only a sample of the endless amount of ways existing.