The Elements of Storyjamming
Not Better, Perhaps, but Definitely Different
How does a Story-jam differ from a conventional ‘role-playing game’?
Most traditional role-playing games focus on a teller/audience paradigm. The computer (or Gamemaster, or Dungeonmaster for D&D) creates a world, and the player interfaces with it in a limited fashion. The computer or Gamemaster makes the world come alive, and the player merely interacts in a limited way with the Story-world. The Gamemaster gets most all of the practice in Storytelling skills, and the players get a very limited amount.
In a sense, this has a lot in common with listening to a Storyteller do their work, with one step beyond in terms of interaction (you no longer just listen, but interact somewhat). However, you sit on invisible rails, and will only go where the computer or Gamemaster has planned for you to go.
In a Story-jam, we create the world together. In so doing, every player works on and constantly improves their Story skills.
Not only that, but we learn higher-level skills of collaboration, listening and responding, setting aside ego, following intuitive guidance, that the other scenarios do not require (though such skills would certainly improve their craft).
To Story-jam, means to learn Storytelling plus a whole other bunch of stuff too.
The Elements
Drawing from Viola Spolin’s Intuition and Improvisational Theater games, and my training at Tom Brown Jr.’s Tracker School, I see a convergence of skills and games…and guidelines for exploring them. In the Indie Story-game movement, we see books like Play Unsafe, by Graham Walmsley, that point us in this direction.
Truly though, I think it takes the animist perspective of the tracker to understand the forces at work in a rich Story-jam, and know what to emphasize and bring fully to life.
The first understanding, from this animist perspective, I’ll articulate this way:
When we Story-jam, we share the same vivid waking Dream.
Therefore, we see, rather than invent. We go there, to the vividly imagined place, and then bring it back in words and gestures.
With the help of Graham Walmsley’s book (with Walmsley drawing his source material in turn from Keith Johnstone, improv teacher), we have some key ways of really capturing this attitude.
-Play! The Story-jam, like a music jam, shouldn’t feel like all work. If it does, spare your Band-mates by finding something else that you will actually enjoy. Building skill at this may feel uncomfortable, may work your brain, but it should feel fun too.
-Play the obvious. Don’t get clever. If you say what you see, you say the obvious thing. If you make stuff up, you get ‘clever’.
-Go for average play. Don’t grab the spotlight. Don’t try to outshine your band-mates. When you shoot for average, you play naturally, and stay in the flow of the shared Dream with your other players. Have loads of fun, but just go for average.
-Make each other look GOOD! Support other characters, and their stories-within-the-story. Make them look good, and trust that they’ll return the favor. You can look good playing a bumbling foolish part in a Story.
-Yes, and…! Build on the energy there, build on ideas, keep the flow going. Not ‘no, because…’, but rather ‘Yes, AND this happens next!’ The rules of the Story-game itself will cue you when and how to use character conflict to propel the story.
A World of Intuition and Improvisational Skills
We could add different elements and guidelines to that list all day long, but in the end they boil down to a very few core things. Work your ability to experience vividly with all 5 senses, in your imagination, and in every day life. They support each other. Learn to listen, and respond without censoring your natural instinct.
Of course, right? Basic animal tracking skills.
When in doubt during the jam, always go back to what you vividly see. Follow that.
As in Story, so in Life.

June 11th, 2008 at 3:33 pm
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September 23rd, 2008 at 11:53 pm
[…] friend Willem has this blog, the College of Mythic Cartography. He talks a lot there about “Storyjamming,” which is his term for what’s usually called roleplaying games. I’ve played a […]
September 24th, 2008 at 12:24 am
“When we Story-jam, we share the same vivid waking Dream. Therefore, we see, rather than invent. We go there, to the vividly imagined place, and then bring it back in words and gestures.”
This approach sounds almost shamanistic, trance-like, which means I like it a lot. However, do you find it easy to combine with conscious use of techniques - such as “Make each other look good”, which to me seems to require a conscious and reflexive awareness of other players’ stories?
I’m interested in this approach - currently my group is doing something similar to story-jamming with Archipelago, and I’m going to be taking some inspiration from your animal tracking/seeing, not inventing ideas to another design I’m working on, The Society of Dreamers.
September 24th, 2008 at 6:28 pm
Matthijs-
Very exciting! The Society of Dreamers; sounds like a game I’d play.
Of course, I think you know I’ve tried and enjoyed Archipelago (on the short list of my storyband’s favorite games).
As far as combining the trance angle with “conscious” techniques (”make each other look good”); I continue to work the bugs out. But I will say, “hypnosis” and “trance”, as described by practicioners, often deepen as one crosses the boundary between them and ‘ordinary’ consciousness. The back-and-forth rhythm seems to accelerate the depth of trance, kind of like whispering in a conversation, then speaking loudly and animatedly, then going back to whispering intimately, then loudly and excitedly again. You may have experienced this effect before.
September 25th, 2008 at 11:12 am
Whoa. The back-and-forth shift sounds powerful, indeed, now that you mention it - I hadn’t thought about that. In The Society of Dreamers, scenes of GM-less role-playing/story gaming will be interspersed with more immersionistic dream scenes; that might bring a rhythm of its own. It’s very much a work in progress, though, but one that I hope to playtest again soon.
September 25th, 2008 at 10:57 pm
Well, I hope you keep me posted. That sounds fantastic.
October 13th, 2008 at 10:32 pm
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