20 More Modes For The Score

The basic rules of The Score tell you to set up the cards like this: 4/3/3/2/2. That means Act One, when the crew are on track with their early assault, has four cards in it. Then Act Two, when there’s a terrible hitch in the plan has three. But maybe it’s all okay in Act Three, when another three cards fall. Or is it? Things are hanging in the balance! Two cards come out in Act Four when things go awry and then finally it all comes to a head with the last two cards in Act 5.

In early drafts of the game, we actually had the Act cards placed semi-randomly. First we shuffled them into the quarters of the deck, then we just tried slotting them in randomly. Honestly it can be really fun when you have no idea how long an act can be. But we figured out through hundreds of tests that it was better to tightly control the first experience of the game, especially for people who were a bit shy or confused. The 4/3/3/2/2 builds tempo, so that just as the players get familiar with the rules, the game can start increasing the beat. They are having more fun going with the flow right when things start swinging the most back and forth.

The rules say to use the standard set up, for your first few games, and then go random. But then we got to thinking – what if we made a list of other possible structures? You COULD just do it random, but you could also set up a structure however you want. Here’s another 20 options you can try, and what kind of heists they might produce!

Don’t tell Tom Cruise he has a fat middle, but a lot of the MI films do and it’s what makes them great.
  • 4/2/4/2/2- Long Plans, Short Trouble
    This option keeps the two set-ups nice and long, so people can slowly maneouvre things into place, and the hiccups looks nice and intentional because they’re very short. This is a great way to play for players who like it to be mostly smooth.
  • 3/3/3/3/2Keep it Smooth
    This is the most uniform way to lay things out. This gives the thing a nice feeling of symmetry.
  • 3/2/3/3/3Smooth with a Longer End
    A close friend of the above, and it helps people get back on track quicker after a small blip downwards. Keeping Act Two short can be vital to appearing competent. And when Act Four hits hard, you have more time to turn it around and look good.
  • 3/3/2/3/3Short Recovery
    You can make the whole middle section seem like a torrent of disasters with only small relief if you shrink down your Act 3. This changes the feel from experts with a perfect plan to desperate action heroes taking lots of hits and adapting on the fly – and gives them enough time to bring it back home at the end.
  • 4/2/3/2/3Shorter Trouble
    You can fix the feeling of being under the hammer by making sure your two trouble Acts are nice and short!
  • 4/2/3/3/2Drama At the Turn
    This one puts more emphasis on the late second act (act with a lower case a here), with the film having much of its highs and lows in the build towards the climax.
  • 4/2/2/3/3 – Drama After the Turn
    If the climax is what matters, put more weight there. This is often how Hollywood structures things – a big opening piece with cool dudes and exposition, then a little back and forth, and then the set pieces.
  • 4/3/2/2/3 – Drama Before And After the Turn
    This is where you want big set up, and a big punch at the end, and just a little bit in between, but you can go one step further and get to…
  • 4/2/2/2/4 – Swift Reversals In the Middle
    They say that what really makes a movie good are the first ten minutes and the last ten minutes, so put the punch all there!
  • 4/4/2/2/2 Swift Reversals At the End
    This sets up the crew as bad-assess, throws them off the deep end hard, and then uses rapid fire to bring it home. The long Act 2 makes them seem in a lot of trouble, but the short Act 4 means they come out firing.
  • 2/2/2/4/4 – Swift Reversals At the Start
    This has a really nice tempo where the early scenes are trading blows back and forth and everything is going well. Then the long dark night of the soul sets in when everything appears to be going wrong, just before the heroes get back up and fight back. Short early acts can be hard for new players who like to build slowly, but boy it can pay off.
  • 3/3/4/2/2 – The Fatter Middle
    This lets us see the crew somewhat then do a bigger heist plan and attack in the middle. The risk of the fatter middle though is the cards you don’t have make less sense in Act 3 sometimes, as it’s not usually the part in the movie where they explain what they can’t do. Instead you’ll want to talk about how this was easier that one time in Katmandu when we had a Forger. Where is Eve now anyway?
  • 3/2/4/2/3 – Fat Middle, Short Trouble
    Much like its friend above, but things don’t go nearly so bad.
  • 2/3/4/3/2Fat Middle, Long Trouble (aka the William Shakespeare)
    Your classic Shakespeare play puts all the the key action right smack bang in the centre. This means your denouement can be tricky though, because you have only two cards to get out of three bad ones. But you know – it could be a tragedy, as well as a heist.
  • 3/4/3/2/2Everything Went Wrong
    Again a long Act 2 puts them on the back foot against a tough enemy much like the 4/4/2/2/2 but now they have 7 with 5 good ones cards to kick ass and get revenge instead of 6 with 4.
  • 2/4/3/2/3 It Was a Trap
    Just like above but things go wrong so fast because it was a trap.
  • 2/2/4/3/3Reverse Fat Middle
    It was a trap, but we KNEW it was a trap, and we were ready.
  • 2/2/3/3/4 – Rising Action
    The classic form of the novel and often the streaming TV series is for the stakes to rise and rise and rise to an explosive finale. It can take some skill to handle a long Act 5, because heists often are like a magic trick with an effortless “prestige” moment that happens two quickly to think about it. If you can handle it though, this tends to produce big fun and a big body count as Act 5 plays for keeps.
  • 3/2/3/2/4Rising Action, Short Trouble
    Same basic structure with a Fat Act 5, but less bad stuff.
  • 2/3/2/3/4 Rising Action, Long Trouble
    That sounds like an amazing title for a Hong Kong Action Movie. Or maybe for the two characters in said movie. She’s Rising Action. He’s Long Trouble! They fight crime!

Note that none of these have Acts as short as 1 card or as long as 5. These 20 are just from playing around with the 2s 3s and 4s. Once you open up even shorter or longer options, your heists can be anything you want (especially when you also start changing the total card count!). One early playtest had a seven cart Act 4 that left us falling off a building into oncoming traffic and waking up handcuffed in hospital, beaten and bloody. But then the last card was an Act 5 Deep Cover: it was all an act so our friend who was infiltrating the security team of the bad guy could prove he could catch even the most dedicated heist crew. And now he had proven that, our real heist could begin…

What Makes a Good Roleplayer? Duty, Honour, Glory, Verve

Back in 2002 I met an amazing game designer whose name escapes me, because I only remember his online handle. He was working on a game I’ve still never really seen anything like: a game of competitive storytelling. And look if you know or remember the game, do chime in. Players took on the role of great legendary figures facing terrible crises and would compete in describing how their figure would solve such a thing, and then the facilitating player would literally mark the players for how good their story was.

Now, generally, in games of shared storytelling we’re not here to make it an issue of quality because we’re trying to encourage wild creativity, radical acceptance and strong buy in, so as to create the best shared experiences. But having set up that this was an actual competition, the game was kind of amazing. A bunch of really talented story tellers trying to outdo each other produces incredible effects. But what I also never forgot was that the game had criteria. Of course it did: it wouldn’t be fair to just leave everything up a judge to use their personal opinions. Players deserve to know how they are being judged. The four primary criteria in the game were as follows:

  • Tradition, which was about embodying who your legend/god was and their vibe
  • Honour, which was about making sure that you showed respect to how big the problem was, not punking it out like it didn’t matter
  • Glory, which was being crazy awesome in how you defeated it
  • Verve, which was a placeholder for good writing and presentation, but also engagement and intensity.

These are excellent criteria for what makes good roleplaying too.

Much has been written on what makes good improv, of course. I cannot attempt to add to that discourse; I don’t know enough and there are very good books about it. From my brief improv training, finding your voice, trusting it and listening to it, and following others with full buy in were the two things I remember being taught. There wasn’t really a way to evaluate how good the dramatic material the improv was producing though. And again, some might argue there should not be such a thing. RPGs, unlike the game described above, aren’t competitive. And yet, don’t we all want to do them better? And if so, shouldn’t we measure not just enthusiasm, honesty, engagement, collaboration…but also how good our words and stories are? And try to make those things better? If so, then criteria is going to be vital.

I have a fearsome supervillain in my supers world called Yes Andrew who encourages your darkest impulses

Of course, Tradition and Honour overlap a lot with what makes quality improv. I renamed Tradition into Duty because Tradition felt a little bit too much about mythology. The Duty is to the setting, to the character you built and the characters of those around you. You want to not just treat them as real but also that they are consistent. You want the choices the other players have made to matter and leave an impact on the world, so it is your Duty to acknowledge them and be effected by them. That is something you’ll find discussed in improv skills, yes. If someone mimes a car, you can’t just mime riding a horse inside the car. Or walking next to it at walking pace. You kill their established truth. So I’m not really making new ground there.

Honour is also similar. Although good scenes can be built around status reversals and games of hierarchy – classic improv tools – improv also is about recognizing that you can’t just imagine the machine gun to kill the imaginary serial killer. That’s not interesting. Glory I think does come up in improv as well, although I’m not sure it’s quite expressed like that. The idea is the counterpart to Honour: you can’t just imagine a machine gun but you can also imagine anything you want. The right answer is the answer within you, and like any artist the key is listening to yourself and letting it out, as big as you need to be. Some players of course always try to go too big, but a lot of others need help. I built Relics around the idea that you really can be as powerful as a God and run the universe if you want to, and I’ve been interested to see how many folks are reluctant to let loose both on the small scale of their abilities and the large scale of accepting responsibility. We actually expect RPG rules, most of the time, to tell us “no”. That’s what they’ve done for so long, on the assumption that if they didn’t, we’d just go straight to imagining the machine gun. We’re also told not to throw the campaign off. To be so into following tropes we follow the predicted pathway. And that means we have to unlearn the tendency to think small. Being allowed to do things. Which is part of that improv teaching of not feeling judged or constricted by the wrong answer.

And even Verve is part of improv as well, because part of learning improv too, because you learn about how to act, how to impart real meaning and strength behind every action and syllable, how acting is about broadcasting energy, as well as understanding how to use body language and space work to communicate the imagined reality. If you’re using your words to describe things then you do also need verve, and you need to understand that’s got nothing to do with being long-winded or over dramatic.

So I get no points for just rebranding good improv rules. Maybe half a point for expressing things in a way that don’t just feel like improv rules, because these are both good rules for writing as well. Things that your buddy who wouldn’t even think of calling RPGs improv might consider. In writing have a duty to your readers to keep things consistent and treat your art like it matters and the world as if it is real, and you have to honour the conflicts you create and not just flick a switch and solve everything. Bad things have to happen to innocent people in stories, and as much as that’s your fault, it is also your responsibility.

Which brings us, sideways, to that ongoing question of what are we doing when we roleplay? Some are absolutely not intent in making a story, except by accidental by-product; and many who create a story are doing it to live through it, not perform it. And yet, we are saying things that exist in a fictional world. We must therefore work within that sense. We can – and should! – follow the rules, and even consider them the first and most important thing. But we also know, even though it’s not really written down in any part of the rules of DnD, that if the GM says there’s a dragon in front of us, we have to act as if the dragon is there. So we are telling a story, or at least building one. We can’t get away from the fictional nature of it all. Some people prefer story-maker to story-teller. That can take the pressure off. And yet, unless this is purely solo, and even then, the story is being expressed somehow. As we think about the elements, we imagine what they might look like, sound like, feel like – that is communication, that is taking the story and giving it a sense of itself. That is telling the story. So I think it is fair to always bring these elements forward.

As I say, no real points for the new nomenclature (and it’s a very masculine, ancient Rome kind of word choice, I know). But these four things are easy to remember. THAT might be useful. If you don’t have time to read a whole copy of Improv for Roleplayers, or need a quick handy guide, you’ve got these four principles to fall back on. Duty, Honour, Glory, Verve. We could add an mnemonic device, too, like Game Violence Doesn’t Hurt.

Anyway, these four pop up in lots of my games, explicitly or implicitly. Maybe they’ll help you with how you play or how you create games or guide players to doing cool stuff. That is always the goal – and that’s true whether you’re designing RPGs, facilitating them or playing them, your job most of the time is to help everyone be incredibly cool. Maybe these four things will help.