Posts Tagged ‘beat analysis’
Monday, August 23rd, 2010

The Gameplaywright team has released the icons and arrows used in Hamlet’s Hit Points under a Creative Commons license. Use them to create your own beat maps of your scenarios, actual play, or fiction outlines. Or map out your favorite narrative to see how it ticks. Grab ‘em in your favorite vector format here. Huge props to ace illustrator Craig S. Grant, both for the icons themselves and for allowing us to release them into the wild like this.
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Thursday, August 19th, 2010

Thanks to Ethan Parker and the Gamer’s Haven podcast, those of you who missed the Hamlet’s Hit Points seminar at Gen Con can now catch it in handy audio form. Grab it via iTunes or directly from the Gamer’s Haven site.
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Tuesday, August 3rd, 2010

As Gen Con approaches like a freight train, I’m thinking a teaser for the Hamlet’s Hit Points seminar is in order. Although I usually prefer to quickly turn panels into Q&A sessions as soon as I can, here the subject matter demands a bit more of a standard seminar format. I’ll be using HHP’s handy “How To Pretend You’ve Read This Book” section as a springboard to introduce its concepts and their applicability to gaming.
We’ll examine the field’s traditional approach to narrative and the historical reasons for it. Then we’ll explore the central thesis of the book, the role of narrative technique in continually modulating audience emotional responses between hope and fear. From there I’ll review the basic beat types, and then talk about ways to understand existing narratives using beat analysis, and how to use the HHP toolkit to sharpen your games, as GM or player. Once we’ve covered that, I’ll throw to questions and discussion. In the unlikely event that a roomful of gamers runs out of stuff to talk about, I have an interactive/improv exercise in my back pocket as a live illustration of beat analysis in action.
I understand that plans are afoot to record audio of the event. If the tech gremlins so will it, I hope that we’ll be able to make that available later for those unable to attend.
The seminar takes place in the Marriott seminar area (check on-site signage for room assignment) on Friday, from 10 am to 11 am.
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Monday, August 2nd, 2010

An early review of Hamlet’s Hit Points is now up at Gnome Stew. If you’re wondering what’s in the book, look no further than reviewer John Arcadian’s very thorough overview of its contents. I am proud to know that HHP has earned a place in John’s manly Bag of Fame alongside Things We Think About Games. High praise indeed.
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Wednesday, May 26th, 2010

The reasons we as roleplayers we tend to take inspiration from procedural narratives over dramatic ones are various. The one I’d like to look at today is clarity of goals. When the protagonist of a procedural, often an iconic hero, sets out to solve a problem, she pursues a clear, concrete goal. She wants to identify the murderer, stop the doomsday bomb, or lay the ghosts to rest. The audience wants her to succeed.
The goals pursued by dramatic characters are emotional in nature and lack concrete end points.
In many cases, they’re also split. The character pursues one conscious goal, but the audience fears its accomplishment. Instead the audience hopes for a shift in understanding that will bring the protagonist true success or happiness—or at least stave off disaster. This pattern holds in stories featuring troubled, wounded, or self-destructive protagonists. They either spiral into a climactic, cathartic disaster, or undergo a final epiphany that changes their goal to the ones we in the audience have been rooting for all along. The cathartic disaster may bring anagnorisis, an epiphany that comes too late to change anything. In certain ironic endings, the hero succeeds at the goal we wanted him to fail at, and learns nothing. In the case of an anti-hero, we may ambivalently follow the action as we hope for the protagonist’s destruction, and the restoration of order it will bring.
Examples:
Spiral into disaster: Othello
Final epiphany: A Christmas Carol
Anagnorisis: Oedipus Rex
Ironic anti-anagnorisis: Taxi Driver
Because roleplayers experience plot events as simultaneously creators and audience, that sort of split between character intention and audience desire is hard to maintain. We may see it surface in a few odd cases. The PC may freak out and attack his fellow party members, because it seems emotionally logical to play it that way, even though the player wants the others to subdue him before he kills someone.
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Thursday, May 6th, 2010

The last great cinematic holy grail of the DVD era waited until the dawn of Blu-Ray to make it to disc. The African Queen
is a lovely transfer accompanied by an in-depth making-of documentary. Given the famous difficulties involved in bringing it to disc I found myself wanting a restoration featurette as well, but no dice on that front.
It’s been a long time since I’ve seen the film. On this viewing I was surprised by how quickly the Bogie and Hepburn characters get together. In my misremembered version they didn’t fully get together until they succeed at their task at the end.
In beat analysis terms, The African Queen includes a dramatic thread, the romance between the leads, but is largely procedural. The protagonist, Rose, single-mindedly pursues the goal of blowing up the German boat, falling in love with Charlie Allnut along the way.
The complications are those of an arduous journey: getting lost in reeds, going over rapids, dealing with leeches, getting shot at. Like most arduous journeys the adversities of the road (or in this case, river), underline the emotional bond between the journeyers and add definition to their relationship. See also: Lord of the Rings.
This raises the question of how arduous journeys in RPGs might carry the emotional resonance of their fictional counterparts.
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Friday, April 16th, 2010

Although it mainly focuses on learning to analyze narratives so you can then to import their techniques into your roleplaying decision-making, Hamlet’s Hit Points also includes brief notes using beat analysis when creating standard narratives.
For many years I’ve diagrammed out long fiction projects in what is essentially a computerized version of the index card method employed by screenwriters. In the no-tech version of the technique, you write each story beat on an index card, then arrange and rearrange them on a cork board. I’ve found it easier to make virtual index cards and move them around a large graphics file. Campaign Cartographer, with its ability to accommodate a constantly shifting shape and easy manipulation of separate elements, has always been my weapon of choice for this task.
I’m now working on a novel outline and for the first time am incorporating the beat analysis notation into my process from the get-go. Like the old method, this allows me to move story events around as I nail down the various set-ups and payoffs. Unlike the old method, its concentration on rhythms allows me to spot patches where the same emotional note is being hit too many times in a row. When going from outline to prose, I sometimes find myself faced with awkward transitions between scenes. In theory, diagramming in beat format should also help me eliminate these difficult jumps.
This is work in progress on an unannounced project. To obscure the actual content, I’ve saved the diagram in a small size. The image should nonetheless provide a glimpse of the process. The horizontal line near the top comprises the storyline as organized so far, with its up and down moments, just like any other beat analysis. Although I’ve used a few of the beat-based icons you’ve seen so far (particularly information beats, denoting pipe, questions and reveals), I’m mostly using icons of the various lead characters. These ensure that no one disappears from the story for too long, while also providing a handy visual identifier of the scene content.

The vertical columns in the diagram’s southeast corner are various plot threads, in ascending chronological order, which I’ve yet to integrate into the main storyline. As I continue the horizontal line, I’ll move these beats over into it.
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Thursday, March 25th, 2010

If you map out all of the up and down beats of a story, you tend to get a curve that bends gently downward, and then pops up a bit at the end. Hamlet, as you’ll recall, did just that. As you’ll see when Hamlet’s’ Hit Points comes out at Gen Con, the predominantly dramatic Casblanca follows much the same pattern. Dr. No’s curve is even flatter, with bump in the middle, as befits its more escapist tone.
An interesting question I haven’t looked at in great detail yet is the curve of the horror story.
My guess is that many of them still vary the up and down beats as the tension arising from the threat facing the protagonists is built up and then released. Alien certainly works this way, giving Ripley a series of small victories as the creature chews through the rest of the crew and finally comes to her.
The underrated recent horror flick The Ruins plays it another way. Once the first world hubris of its pretty young protagonists leads to their entrapment in a site of ancient menace, they never catch a break. There are momentary respites, but no victories. If you were to map out its beat structure, you’d see downward arrows mixed with lateral ones. I admired its commitment to the slow, grinding destruction of its main cast, but wonder if the refusal to provide contrasting upbeats has withheld from it the popularity it deserves.
Not having mapped The Ruins I reckon that any given section of it, once the characters get to the pyramid, looks something like this:

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Friday, March 19th, 2010

Anticipation beats are not that common in the source material, so it’s hard to argue that they should constantly arise in RPG play. However, the jolt of empowerment they offer is so bracing that they can be a powerful tool in maintaining your game’s narrative rhythm. They’re like an ordinary upbeat on steroids. The players get to savor victory both during the anticipation phase and when they actually score it. And the anticipation beat underlines their relative power in the world—something that’s too easy to forget when most encounters and obstacles are designed to give them a rough time.
An anticipation beat might merely be an outcome that grants a huge bonus on an action to come. (In HeroQuest terms, a +W or +9 augment. You can fill in the blanks for your system of choice.) This is what we’re seeing, I submit, when the blast doors groan up to reveal Ripley in the power loader. She’s not guaranteed victory—in fact, she’ll undergo many up or down beats before finally defeating the alien queen—but she’s now scored a big advantage, one her enemy has reason to fear.
Or it might be the assured victory that the poor sap bad guy doesn’t see coming. This is your classic “don’t piss off Clint” scene, or Popeye eating his spinach. Here you tell the player right off that he can take whoever he’s thinking of opening the whup-ass canister upon. This is the smirk you see on Connery/Bond’s face as he anticipates what he’s going to do to the fake chauffeur. Depending on the game system, it might be more satisfying to use the rules, albeit with a ridiculous advantage for the player. Or it might be liberating, especially in a crunchy system where you have to make a bunch of rolls to dispatch the lowliest opponent, to skip the mechanics altogether. Instead you’d invite the player to narrate their success in colorful terms.
In either case, an anticipation beat truly shines when the player has an emotional reason to want to see the opponent crushed. It might be a nasty boss enemy you’ve learned to hate and fear, as in the alien queen case. Or it’s the unknowing punk you’ve made a point of depicting as annoying, arrogant, and in need of a lesson in Eastwooditude.
Given the anticipation’s strength as an upbeat, you might look for ways to slip in an anticipation beat and easy victory the next time your players are feeling frustrated or overwhelmed.
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Friday, March 12th, 2010

The final rare beat type, completing the collection of nine types used in beat analysis, is the anticipation beat. This is a reversed suspense beat. Both telegraph a future event. Suspense beats make us worry about what might happen to our identification figure of the moment, usually the protagonist. We fear that she’s going to fall off the bridge, fall prey to the monster, or embarrass herself at the dinner party.
The anticipation beat heavily prefigures an eventual victory, giving us two jolts of satisfaction. We anticipate the payoff, and then get it—often with a series of other beats in between.
In the movie version of Dr. No, we get an anticipation beat when Bond detemines that the so-called chauffeur who approaches him at the airport is an assassin. In inimitable Connery style, a smirk of charming sadism flitters across his face. Bond knows that he’s going to get this guy, and revels in the fact. By association, we revel in it too.
Another classic anticipation moment occurs in Aliens when the heavy steel doors fly up to show Ripley in the loader, ready to do battle with the alien queen.
Series characters may enact their anticipation beats in a ritualistic way that gains power through repetition. The Thing yells “It’s Clobberin’ Time!” See also: not liking Bruce Banner when he gets mad.
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