We haven’t done a discussion post in awhile.
Let’s talk about ritual. Which games incorporate ritual in a really effective way? Here, I mean a behavior that is done in a prescribed order, or in a routine manner, and is treated with a certain degree of solemnity or respect (think: the phrases in Archipelago, or the lighting of the candle in Polaris). I’m not talking about the spell casting sort of ritual.
ten candles has a bunch: the ritual between scenes of adding truths, extinguishing candles, burning your resources. Very evocative, especially the group chant “these things are true”…
ten candles has a bunch: the ritual between scenes of adding truths, extinguishing candles, burning your resources. Very evocative, especially the group chant “these things are true”…
There’s a ritual quality to some live action games, like The Tribunal – in that case you wait as a group and are called out for interrogation one by one at the end of the game. It is certainly excellent at promoting an undercurrent of dread.
There’s a ritual quality to some live action games, like The Tribunal – in that case you wait as a group and are called out for interrogation one by one at the end of the game. It is certainly excellent at promoting an undercurrent of dread.
We can’t touch on this topic and not mention “Society of Dreamers”. From the room cleansing exercise, to the group planchet movement, each ritual joins the group in the atmosphere of a shared exercise and shared mindspace.
We can’t touch on this topic and not mention “Society of Dreamers”. From the room cleansing exercise, to the group planchet movement, each ritual joins the group in the atmosphere of a shared exercise and shared mindspace.
The Speech in Inigo Montoya Jr. is a great example of RPG ritual. It’s tied directly to your character and their story, it’s got a clear mechanical effect (and even a risk element!), and most nerds are already trained to give it due reverence.
The Speech in Inigo Montoya Jr. is a great example of RPG ritual. It’s tied directly to your character and their story, it’s got a clear mechanical effect (and even a risk element!), and most nerds are already trained to give it due reverence.
In Misspent Youth, after the Authority player declares their objective and action they ask ‘Who’s gonna stand up?’ and the first YO player to grab the dice or say they’re going to stand up, rolls. They don’t say what they’re doing first, they just roll.
Besides the implication of the phrase ‘who’s gonna stand up’ (standing up against bullies/tyranny) the ritual seems tailored to get players in a more ”youthful’ mindset, acting spontaneously without planning ahead.
In Misspent Youth, after the Authority player declares their objective and action they ask ‘Who’s gonna stand up?’ and the first YO player to grab the dice or say they’re going to stand up, rolls. They don’t say what they’re doing first, they just roll.
Besides the implication of the phrase ‘who’s gonna stand up’ (standing up against bullies/tyranny) the ritual seems tailored to get players in a more ”youthful’ mindset, acting spontaneously without planning ahead.
Dungeon World (fancy that, me talking about that game) specifically instructs the GM to prompt his players and facilitate the conversation with the phrase “what do you do?” after describing a situation. This creates a nice back and forth between players and GM. It is very effective to control the flow of the conversation at the table, almost like passing the “talking pillow” or whatever.
Dungeon World (fancy that, me talking about that game) specifically instructs the GM to prompt his players and facilitate the conversation with the phrase “what do you do?” after describing a situation. This creates a nice back and forth between players and GM. It is very effective to control the flow of the conversation at the table, almost like passing the “talking pillow” or whatever.
Swords without Master and the dice. Where they are, who’s holding them, and when they’re rolled all play into the flow of the game, who has the narration, who is in the middle of the storm, who is struggling just outside of it.
Swords without Master and the dice. Where they are, who’s holding them, and when they’re rolled all play into the flow of the game, who has the narration, who is in the middle of the storm, who is struggling just outside of it.
Jørund Kambestad Lie One of my players came up with a similar speech for his Paladin’s “I Am The Law” ability in DW. His character would loudly recite his name and authority and… usually not get to finish because he’d be hollering it at unintelligent monsters.
Jørund Kambestad Lie One of my players came up with a similar speech for his Paladin’s “I Am The Law” ability in DW. His character would loudly recite his name and authority and… usually not get to finish because he’d be hollering it at unintelligent monsters.
Penny for My Thoughts the entire game is essentially a ritual wrapped in book form.
Penny for My Thoughts the entire game is essentially a ritual wrapped in book form.
The ritual of physically giving a player a die when you help in Burning Wheel always stuck me as effective
The ritual of physically giving a player a die when you help in Burning Wheel always stuck me as effective
I love the ball in A Trip to the Moon. Sitting on the floor passing a ball or pillow back and forth as you play helps create a childlike atmosphere.
I love the ball in A Trip to the Moon. Sitting on the floor passing a ball or pillow back and forth as you play helps create a childlike atmosphere.
Nobilis incorporates a bunch of small flower-based rituals in cool ways, I think.
Nobilis incorporates a bunch of small flower-based rituals in cool ways, I think.