The Encyclopedia of Interactive Performance

Encyclopedia search

Exercises

Two players stand back to back. Pressing their backs against each other, they move into a seated position. By varying how hard they push and resist, the players move in one direction or the other.

Topics

Allow spects to change your mind. Whatever causes the change becomes a reflection of one of your character’s priorities.

Exercises

Two players play a scene in which their characters are in disagreement. An outside observer calls out tools from the list below. Player A applies the tool, and gradually loses ground. Eventually, Player B wins the argument.

Topics
let persistence change your mind

There’s more than one way to let someone change your mind. Sometimes it happens when presented with reasons. But spects don’t always offer good reasons. You can also endow others as having worn you down until you have to give up. Children are masters of this negotiation technique.

Topics

Whether the win is something small like convincing a person to do something, or something big like accomplishing the story goal, spects feel more satisfaction when they earn the win. If goals are accomplished too easily, spects don’t step up or become invested. When effort must be expended, the accomplishment of a goal feels more satisfying. You’re not doing spects any favors when you hand them the win. Let them earn it.

Exercises

Player B shares a perspective about an important topic. At first, Player A accommodates Player B’s perspective. As the conversation continues, Player B introduces opposition, starting with speed bumps, escalating to pushbacks, and finally engaging in full-out conflict.

Exercises

Two players secretly predetermine which one will win an arm wrestling match. They begin to arm wrestle, with observers calling out which one they think is going to throw the match. Eventually, the match is won.

Exercises

Play a scene in which Player B wants something from Player A, and Player A plays for the loss.

Topics
resisting twice before following an offer

A good way to modulate resistance is by applying the rule of three. If someone wants something, and your response is to resist, limit your resistance to two times before following the request.

Topics
looking like you’re trying to win, while letting your opponent win

As characters pursue objectives, conflict arises. For the story to progress, someone needs to win. That winner often needs to be the spect. Spects don’t get much satisfaction if it looks like you threw the fight. You need to look like you’re fighting for your objective while creating opportunities for the spect to win. That’s called “playing for the loss.”

© 2024 Interactive PlayLab
Subscribe for encyclopedia updates

Encyclopedia of Interactive Performance