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The stakes of Navy SEAL missions are often life and death. The price of failure is high. This is why SEALs implement a practice of continual improvement, including an After Action Review. If you want to keep improving your work, take a page from the Navy SEAL playbook.
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.
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.
When you have an idea that seems too obvious, use it. Trying to find something clever or interesting impedes the flow.
When your response gives an offer more emotional weight, that’s an amplify. Amplifying makes offers feel more important.
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.
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.