Words and Wonders Wednesday: Melodrama
Originally, I wrote this article for Friday Frights and Fables, but later decided it had much broader use and appeal. That being said and without further ado…
Ah, so you have questions, do you? Concerns? Fears about how to captivate the players at your table? First of all, don’t think of the table as a simple, flat, lifeless plank of wood, but rather a crackling campfire with attendees eager to be festooned with fright by your paralyzing tales. Think of it as a stage where you lead a dance of the macabre, with each of your players participating in the storied spectacle. Remember, they came to comply with the story and will need little convincing to capitulate.
In performing your tantalizing tale for your players, no matter the tone or genre, you will need to vary the pacing, the very cadence of the telling. Action should be delivered in a crescendo of movements and sounds, all leading inexorably to a climactic conclusion. A sudden, screeching stop. A final fall. An end. Savor it fully, for the flavor of a story is in the satisfaction felt.
Ah, excuse my excitement. I got a little carried away—chuckling slightly. Back to your initial inquiry. You wanted tips on how it can be done, and how you can do it. Being the Game Master at the table does not simply mean you have the books and the time to read them. There is a promise, a pledge—silent as a serpent, soft as a whisper. It simply states that you will tell the best story you are able to and that it will be exciting for the players—an endlessly exciting experience that they will revisit many times in the days and years to come.
My most powerful partner in this task of oration is melodrama. I spoke on this matter in a somewhat abbreviated fashion in my book, “Rotwang City: The City of Shadows.” I will back away from my shameless syntax and concentrate more seriously, plainly, even bleakly on the rules of melodrama.
- Exaggerated Emotions: Amplify the characters’ feelings to make the scene more intense. Whether it’s fear, joy, anger, or sorrow, don’t be afraid to go over the top. When they are happy, they should seem the happiest; sad—the saddest; angry—oh, so angry. In this way, the players are all clearly involved in what is happening.
- Vivid Descriptions: Use rich, detailed language to paint a clear picture of the scene. This helps players visualize and feel the moment. Example: “The ancient castle loomed above, its crumbling towers piercing the stormy sky.”
- Dramatic Pacing: As I demonstrated in my opening paragraphs, vary the tempo of your narration. Slow down during tense moments to build suspense, and speed up during action scenes to convey urgency and harried action. You may notice that when this is done effectively, your players will begin to participate and mirror your tone.
- Powerful Dialogue: This step is perhaps the hardest to deliver on demand. Give your NPCs and villains memorable lines that resonate with the players. Use dramatic pauses and emphasis to make the dialogue impactful. Use dramatic gestures to punctuate the important points. Pulp stories are the easiest to accomplish with this method. It is very easy to cross the line and cripple your message with dialogue that is… well… corny, contrite, or completely laughable. If it doesn’t sound good to you, it certainly won’t carry the desired effect to them.
- Sound and Silence: Incorporate auditory elements into your narration. Describe sounds vividly and use silence to heighten tension. I will sometimes strategically smack the table loudly to punctuate a loud bang or crash heard by the characters. I also narrate what is being heard so that my passion is not misread as mania.
- Cliffhangers: End scenes or sessions with cliffhangers to keep players on the edge of their seats and eager for more. Example: “Just as you reach for the artifact, the ground beneath you begins to tremble. What will you do? And with that, dear players, we will have to conclude until next time.”
- Character Reactions: Highlight how the characters are affected by the events. This helps players connect emotionally with the story. Be careful here that you do not overstep your role and begin making decisions for the player. After all, it’s their character to play.
- Symbolism and Foreshadowing: Use symbols and hints to add depth and intrigue to your narrative. Example: “The raven perched on the windowsill, its beady eyes watching you intently. A bad omen, perhaps?” And please, try not to make the uncompromising promise of foreshadowing and then forget to follow through. Such a failing can easily spell the fall of your game as players lose faith and trust in your clumsy methods.
A phenomenal tool in melodrama is exaggerated facial expressions and body language. When something is doing evil, its actions should smack of it. Your facial expressions should mirror the malefactor’s intent. To the extent of seeking dramatic instruction, I would surely suggest watching, studying, and practicing the melodramatic performances of silent films. The performances in Dr. Jekyll and Mr. Hyde are a master’s class in this visual melodrama.
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