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Some spects seem not to be affected by anything. They don’t get excited, intrigued, frightened, or angry. No matter what happens, it all slides right off them as if they were made of teflon.
If there’s something to be done, let the spect be the one to do it. This puts the spect in the driver’s seat instead of making them a passenger along for the ride.
Let’s be honest, the spect isn’t always right. Sometimes they’re very wrong indeed. They may address you by the wrong name. They may introduce an anachronism. They may play in a style that doesn’t fit the story. There are all kinds of ways that a spect can be “wrong.” The reason to hold the idea that the spect is always right is this: It makes your job easier when they do something unexpected.
Stories are full of struggles to achieve goals—from small goals, to scene goals, to the overarching story goal. Some goals are won; others are lost. Overall, spects should win more than they lose. It builds their confidence and keeps the story moving forward.
When a player does something that seems wrong, think, “That’s right!” Assume that it’s a great choice and then figure out why. If you see it as a bad choice, it only makes your work harder because you’re starting from the assumption that it’s wrong. When you assume that a choice is right, it’s easier to figure out how to make it work.
Thinkers do things “by the book.” They are most comfortable in the world of things that can be measured or quantified. The language of thinkers is full of numbers, measurements, facts and rules. Thinkers process ideas in a linear sequential progression that lead to logical conclusions.
There are two ways that people engage with the world. Some tend to think, others tend to feel. It’s useful to recognize which type of engagement is a person’s default mode. When you’re creating a character, it guides your behavior. When you’re playing with spects, it helps anticipate their responses. You can interact more effectively when you know how people are likely to respond.
Fingers and feet become involuntarily active when players feel on the spot. Fidgeting fingers and feet show up in exercises like Firing line and Hot seat. If you notice this behavior in yourself, breathe deep, relax your face, and respond without judgment.