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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.
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.
Two players toss a ball back and forth, apparently trying to keep it away from a third player in the middle. At least that’s how it should appear. What the two players are actually doing is throwing the ball so the third player has a relatively decent shot at intercepting their throws. When the center player catches the ball, they trade places with one of the throwers.
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.”
Players divide into two teams and play tug of war with an invisible rope until one side wins. If the rope stretches, the game is restarted.