Play style: On Spontaneous Play
I will need you as players to take ownership of driving after not only your PC's own seeds, links, and goals, but also taking pains to drive after others' seeds, links, and goals, and present opportunities for each other to embody your passions, traits, and links. I will rely on you to especially practice Reincorporation (described below), and aim to be generous with Awesome Tokens for awesome reincorporations.
From the book:
This game was designed for spontaneous play. I describe this type of play as one where the players, including the GM, don’t need to spend hours preparing the game, and they don’t plan or think much about what they are going to do in the game. Instead, you prepare some basic materials that you can spontaneously use during the game to develop your story.
Here are some good techniques to use for spontaneous play.
Reincorporation
Keith Johnstone, in his book Impro (on improvisational theater), describes a concept that he calls shelving. The actors introduce a certain item or fact into the story, then “put it on the shelf” until later on, when they finally realize that they can use that item or fact again within the story. I like to call this reincorporation, to describe the whole cycle. If you’ve watched crime shows like Castle, you’ve seen this done in every episode: the details that are mentioned early on are put aside until the end of the show, when they are used to tie everything together.
Reincorporation is a powerful tool for spontaneous play. The GM or the other players put things out there spontaneously, and later during the game, you can reach back to the things you’ve established and weave them into your game.
This can happen already on a very small scale. In one of my playtests, we had a character scene during which the player described how his character salvaged a part out of a steambot. In the conflict that followed, the player used that part to make an ad-hoc gadget that he used against his opponents. He reincorporated the item, for which other players gave him plenty of gift dice from their Action Pools.
Reincorporation works on a larger scale as well. All those links on your character sheets are facts, characters, and other material that can be reincorporated later.
Related to the concept of reincorporation are seeds: those are story elements you throw out there to shelf and later tie together.
Seeds
Seeds, to me, are ideas and events that we put into the story without knowing how they’re going to turn out or what all their details are. You’re already starting the game with several seeds at your disposal: character seeds, a group seed, and setting seeds.
During play, don’t hesitate to throw new things into the mix even if you have no idea how they connect to everything or anything else. Mystery and revelations in stories don’t have to be painstakingly designed. They can just evolve organically as you play, if you’re flexible enough.
For example, when the PCs are in familiar surroundings, throw out something unusual. Maybe there’s a strange object attached to the characters’ airship. Maybe an enemy who attacks the characters has a weird tattoo. Maybe instead of paying the PCs with gold, the strange old man hands them his greatest treasure, an arcane looking piece of machinery that hasn’t worked in eons. Maybe the same NPC keeps showing up at random times to make cryptic statements.
What’s going to happen? Why is it happening? And how is all of that connected to the PCs and their story?
You don’t have to know the answer to these questions when you introduce seeds. Once they’re in the story, you can actively look for ways to tie them into what’s going on, and at some point you’ll end up with some sort of coherent picture. As coherent as any Final Fantasy, Metal Gear Solid, or Lost plot, in any case.
Often the PC players will come up with their own explanations. Listen to them as they discuss ongoing events in their character scenes. If what they say makes sense—and it might be a lot better than what you had in mind—just go with it!
Situation Webs
One way of keeping track of what’s going on in your story, and how things are connected, is to start a situation web. You can write the various seeds and links onto a big sheet of paper and start to connect them with lines. Along the lines, you can write how they are connected. The best connections have strong impacts on one another, and one way to do that is with strong emotions, needs, and goals.
Just Play
It can be daunting to play a spontaneous game, where even the GM doesn’t know what’s going to happen. There’s a fear that it could fall flat, that nothing happens, and that nobody has fun, because the program hasn’t been developed in advance.
This fear is most common with groups who are used to putting most of the responsibility of what’s happening in the game with the GM. But remember, this game is different. If you’ve got a GM and 3 PC players, the PC players are responsible for 75% of what’s going on in the game. Their characters should be driving the story forward. They should interact with each other. They should throw out links and seeds left and right, to make sure there’s enough material to play. They should always have something in mind that their characters could do next. And with all the seeds and links you’ve got, there’s always a way to make things matter.
In the end, it’s worth it getting over the initial apprehension. Trust your spontaneity, trust the power of seeds, and most of all trust your friends who are playing with you. As long as you’re all in it together, you’re going to have fun.