Storyjamming with “Archipelago”, 2nd Edition

I recently had the opportunity to jam story using the Archipelago story game, written by Matthijs Holter. We played two sessions over two nights.

I still endeavor to introduce storyjamming to players who have never done it before. I believe collaborative storytelling can really enrich anyone’s life, and make more personally relevant stories than Hollywood or other media. I had at least five players who had never played a “story game” before, for a total of 8 players (!!).

I always have an experiment going for every game I run. Most importantly, I want every step of game play to feel like fun, including “learning the rules”. To maximize fun and most quickly learn the fundaments of game play, I have an array of tools I use.

In the past, I had a series of warm-up games I consistently used, specifically (in this order) “Firing Line”, “One Word at a Time”, “Color, Advance”, and “I see you”. These games have a downside in that they don’t necessarily relate directly to the setting or story, unless you have a creative way to make them relevant. I’ve gotten positive feedback from players, but still I want every moment of play to contribute to the shared story.

I love Archipelago because the ritual phrases offer an alternative way to ease into a game and gain confidence setting scenes (such as “Try a different way”, “More details”, “That won’t be so easy”).

I realized that most importantly to me, I want new players to feel confident and comfortable creating fiction; in the back of Archipelago Matthijs lists several principles of good Archipelago play (such as “Yes, and…” and “Accept input”).

I made five major decisions to accelerate play, group cohesion, confidence in contributing in the shared fiction, and learning the “rules” of Archipelago.

First, I gave all the ritual phrases hand signs (taken from ASL), that made it easier and gentler to interrupt another player’s flow to get “more details” or “try things differently”, and modeled memorably using the ritual phrases.

Second, I created two other ritual phrases, “Help”, to support the “Ask for input” principle. New players don’t know how to quickly get rescued from a creative block, and tend to freeze up and stress out. “Help” worked amazingly; everyone had an easy out, all they had to do was make the ASL hand sign  for “Help” and other players jumped in to rescue the moment. Also, I used the ASL hand-sign “Finish” to indicate the end of scene.

Third, I ran “I see you” for everyone’s character. All the players remarked on how vivid their shared vision of each other became. They really enjoyed this part. Formerly stereotyped, cardboard characters became rich and mysterious, everyone wondering how they would fare in the story. Already interesting characters acquired even more depth.

Fourth, instead of a destiny “statement”, we all created destiny “loaded questions” to answer, and per the rules, once answered, that character’s story finished. I did this inspired by the Jason Morningstar and Matthijs Holter partnership Archipelago games “Last Train Out of Warsaw” and “Love in the Time of Seith”. The players really loved this too; it really heightened the mystery and anticipation of the game to an extraordinary degree.

Five, I allowed “secondary players”, much like the Moons in Ben Lehman’s “Polaris”, that had no role other than to play bit parts and help with the setting. The WAYK game’s “Lunatic Fringe” technique inspired this. I also allowed “paired” character ownership, so that players could tag team for one character and retain a lot of energy and comfort with play.

Things I’d change for next time:

Less characters, more secondary players.

Each player can choose more than one destiny “loaded question”; players had a difficult time choosing one due to the rich variety of questions that other players wrote, so why limit it?

Change the process of “I See You”; rather than saying “I don’t see it” and ending the game, use Archipelago’s “Try something different” and keep going. Go two or three rounds around the table, until the player says “Finished”.

3 Responses to “Storyjamming with “Archipelago”, 2nd Edition”

  1. Joel Says:

    That sounds wonderful, Willem! I’m happy to hear it.

    I’m very excited about the techniques you’ve developed. It sounds like you’ve found solutions to some of the difficulties we’ve both wrestled with in pursuit of Fluency Play. Hand signs for Archipelago’s phrases is obvious but inspired. And I’ve always loved running “I see you” at the outset of any story game to bring the characters to life. I’m intrigued by your idea to change “I don’t see it” to “try something different.” I’ve always felt that running until someone “fails” to see it “right” was a bit of a downer in an otherwise beautiful exercise.

    Also, changing the destiny statements into questions sounds delightful. I too have been inspired by Love in the Time of Seið‘s use of questions, and for that matter Montsegur 1244. I’m more about questions than answers, these days.

    But I’m especially excited about the “Help” and “secondary players” techniques! These are both things I’ve struggled with in playing story games, especially when introducing them to new players. I’ve never known how to give a new player support when they falter or freeze–I don’t want to take over or rob the of their opportunity, so I generally just wait it out and try to look encouraging. “Help” sounds like it gives players a means of soliciting aid without embarrassing themselves or breaking flow. Brilliant!

    I’d be interested in hearing more about how you handled “secondary players” in a way that keeps everyone engaged. When I’ve tried similar experiments in the past I found it difficult to give the players on the fringe enough to do so that they’d be invested and involved. Can you give a snapshot of what a “secondary player” moment looks like?

    Peace,
    -Joel

  2. Willem Says:

    Joel,

    This response comes to you via the InstaLove instant gratification messaging and response network.

    Yes, “I See You” and the terrible downer of the Gong-show style “I don’t see it!”. I never liked that either. I had always hoped to come up with something different, but had no leads. Thanks again to the genius of Matthijs Holter!

    Yes, regarding your comments on “Help”, exactly! My struggles too.

    “Secondary players”: I had a problem, and as you know, when I have a problem, I try to make lemonade. I had too many interested players, some who actually had puppy dog “gosh, I can’t play too?” looks on their face. I had no problem keeping them engaged, they wanted badly to participate. I more needed to figure out “how do I catch this energy they’re offering and respect it?”.

    Now, I don’t know exactly what information you need about facilitating these secondary players. If you wanted to know how I provided them with ways to contribute, during one player’s scene all the other players essentially fill “secondary player” roles. So secondary players, for the whole game, always had company, and essentially participated the same as everyone else, except for the single active player-character.

    Think of it much like Polaris and the role of the Moons – same exact thing.

    One step up from this in terms of commitment, came the paired players for one character. This seems another way to heighten engagement without heightening commitment too much.

    Thanks for your questions, Joel!

  3. Jana Says:

    It still amazes me when you apply ideas about fluency play to new areas of life and old challenges and frictions dissolve, leaving people more free to be humans with foibles and still have fun.

    I totally agree with Joel, brilliant changes. I look forward to playing soon, complete with vividly enlivened characters from several rounds of “I see You”. Yay!

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