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Two players play a scene in which Player A anticipates all of Player B’s wants and needs and addresses them before being asked.
One of the most magical ways to make spects feel like you’re on the same page is to do a form of advance follow, giving spects what they need before they even have the opportunity to ask.
Questions need answers. If you can’t come up with an answer, it limits the ways in which you can serve the spect and the story. Here are some ways to make answering questions easier.
Next to the fear of being judged, the biggest obstacle to spects’ ability to play is not understanding what’s going on. This is to be expected. Spects start off not knowing much about the story. They’re discovering it as they go along. If they don’t understand who someone is or what’s going on, it’s hard to play. It’s doubly-difficult when there’s no reason for their character to ask for clarification. To support spects, you need the ability to recognize and answer their unspoken questions.
When playing stories set in particular time periods or within particular styles, anything that is outside the time period or inappropriate to the style is an anachronism.
Begin by doing a simple move with your body. Make the move bigger and bigger. As you amplify the move, pay attention to other things that are happening in your body as a result. Amplify those movements and see what else shows up elsewhere in your body. Continue the pattern of amplifying, noticing other changes, and amplifying those.
When your response gives an offer more emotional weight, that’s an amplify. Amplifying makes offers feel more important.
When you have an idea that seems too obvious, use it. Trying to find something clever or interesting impedes the flow.
For spects to play as co-creators, you need to allow room. If you’re so busy making offers that there’s no room for spects to contribute, they become observers. Allow room for spects to say and do things.
If you’ve ever played a video game using a wonky controller, you know how frustrating it is to lack a sense of agency. The game doesn’t respond to your input, no matter how hard you mash the buttons. To feel a sense of agency, things need to be responsive to your input.