Skip to main content

Rhythm: The Enemy of Story, by Aahabershaw

Link:

Zzzzz…
This is going to be partly a writing post, partly a gaming post, and partly a literary post. I don’t outline these things, so who the hell knows what’s going to happen next. Let’ start with… (throws dart) literature. Okay, so the past few years I’ve themed my Lit Survey class around the Hero’s Journey (mostly Campbell’s Monomyth, etc.). Inevitably, we start talking about superhero movies in the class, as superhero tales are the ones most recognizably Campbellian in form. While I do like these movies (overall), after reading hundreds and hundreds of pages of student work on Calls to Adventure, Crossing the Threshold, the Normal World Vs the Special World and so on and so forth, I tend to get bored with the whole thing.
Now, as it happens, it’s rather difficult to escape the basic rhythms of this story form, particularly if you intend to tell a story involving a protagonist intended to be even vaguely heroic – this stuff is deeply ingrained in our collective unconscious and our ideas of story. Inevitably we wind up following some variation of this path – both in our reading, our own writing, and even at the RPG table.
The challenge, though, is to resist the urge to paint by the numbers – follow the journey, step by step, like a kind of roadmap. While you can tell some very competent tales that way, you also fall into being predictable. Spend enough time with this structure, and things cease to amaze you, which is, frankly, a terrible loss.
Of course, totally diverging from this format has its own problems – the story becomes unsatisfying or strange to the point where you no longer connect with it. Kafka, for all his brilliance, isn’t telling stories that delight and engage so much as confuse and confound. This has its place and its own appeal, naturally, and I’m not suggesting the avant garde, post-modern, or abstract tale is a worthless endeavor. It’s that if you want to tell a heroic story but you also want to make it new, you need to find variations of the monomyth that are poorly traveled. There are many ways to do this, of course – shake up who your hero is, shake up the setting, shake up the stakes, and resist hitting the steps of the story “cleanly.” If you want a master class in how this is done, watch any given Cohen Brothers film – they are regularly, consistently unusual and amazing, even though, in broad terms, they are (usually) telling the story of a central character who is yanked from their normal world, sent through an ordeal, who then returns to the normal world somehow changed and enlightened. They just do it in the messiest, most bizarre way possible.
Oh great, more piles of gold…
In tabletop RPGs, there are dangers in rhythm, as well. The standard form is this: Players receive a call to adventure, they delve into the dungeon and slay monsters, and they are rewarded with treasure. In D&D in particular, this is what we sign up for, right? But there is only so long this can happen before the game gets old. Too many gaming sessions can be described as “role-play, role-play, kill little thing, argue, big battle, treasure.” I fall into this routine myself. There are plenty of games out there that don’t lend themselves to this, sure, but plenty more that do, I’d argue. Even in those games that don’t do this, the danger of routine still looms large, it’s just that the routine changes.
I say routine and rhythm is “dangerous” because it risks, to my mind, what is ultimately fatal to a book or game alike: becoming boring and predictable. Nobody wants that. Nobody wants things to go smoothly and perfectly all the time (even when they say they do) because it kills the excitement of the unknown. For gaming, as with storytelling, this requires you to consciously seek variations on a theme. Break the mold. Have the dungeon be empty, but have it lead players on some different, deeper quest. Have the monster be absent – it’s back at the village, killing and eating all those people your players are sworn to protect. Never forget the narrative fun that can be had with a cursed item (note: not for making players look stupid, but for giving them benefits that have extreme costs. Yes, that’s a +5 sword. No, you can’t ever sheathe it or wipe off the blood. Enjoy visiting the orphanage.). Have the players be wildly overmatched to the point where they need to flee the dungeon (and make it back through all the deathtraps backwards). Have the adventure involve no dungeon AT ALL. Have the players save the town from a flash flood. Drop them in a desert with no food or water and watch them scrabble to survive. Make one of them king for  a day.
The point here is that, as important as the forms and rituals of our storytelling world are to making our stories satisfy, we also need to remember that variety is the spice of life. Break the mold. Change the dance. Improvise.
Good luck!

Comments

Popular posts from this blog

Reivew: The Dark Tower

I've read the whole series and I've read all the comics... I enjoyed the movie. Lots of good things to talk about it. Few bumps. One or two bad moments. Overall, good movie. I hope they make more. So, let's get into it—and since I enjoyed the movie, it won't be that long of a review: more to talk about when it sucks :)  So, this is the world you know.... Now, the WHEEL has turned and Roland has been returned to the beginning....and yet, it's not the beginning as you know it, nor is THIS "The Gunslinger" the same as the one you've read, the world has moved on and many things have changed and yet some things are still the same ..... So, that's crucial point in understanding and accepting this movie as BOTH (book) 8 and yet the start of a WHOLE NEW ADVENTURE.  IF YOU CAN'T ACCEPT THAT, DON'T EVEN BOTHER WATCHING THE MOVIE   But for those who can, let us continue.    !SPOILERS!

Ink Master is BACK!

Yep. It's back! So let's do the rundown since we're already two episodes in.  FIRST!  They had to earn their shops this time, which was a fun and cool concept. By watching them do Convention Style Tattooing, you got to see a range of their skills. Most everyone did ok, with a few pointers needed here'n'there: Matti Hixson, Scott Marshall and Sausage (yes, that's his name) rounding out the overall best. Then they got into the final tattoos of the day, which was their choice...David Bell did a crushed skull and since he didn't represent it as being such, I think that's why he got picked out for it not being "readable"; but I think it was a cool. Randy Vollink did a water-color ship, which didn't look bad, but wasn't up to par. Keith Diffenderfer did an ugly, ghoulish woman...SORRY, no one wants an ugly chick on their body, I don't care who you are and the judges told him so. Everyone else kinda fell in the middle thereafter a

My review of Justice League

So, if you read my review of BvS: Dawn of Justice, and you follow me on FB and Twitter, you're likely surprised I even saw this movie. Me too. But, it just so happens an opportunity fell into my lap and so I decided to check it out. No, this isn't at all the JL I'd hoped for, but it's what we got. First, as I did with BvS I'll jump right in and say IT ISN'T TERRIBLE!!!!!!! (unlike BvS) Ok, Now, let's rate it: Overall, it's between a 6ish and 7, depending on what you think are the pros and cons, which we'll get to. (Again, I rated BvS a 3.5 to 5, so much improvement) The plot is kinda straight forward and so I won't really much comment, though, the gathering of the team was weak. To be fair, really, the first half of the movie was bad to not very good—it was really  simple, worse than childlike in it's reasoning: "Hey guys, lets make a team to save the world" and so, we'll cover each teammate in turn because