In this installment, I’m going to look at very specific but very useful larping technique: faking shared experiences, also known as “winging the backstory” or simply instant history. What do I mean by all those strange terms? Well, here goes!
Shared experiences are moments in the past that were shared with another character (or several characters), but which hadn’t actually been agreed upon or developed until the moment they were suggested. This is what makes them different from spontaneously generating your own backstory when it doesn’t involve others, as that doesn’t require anyone’s approval but your own. Essentially you’re suggesting shared backstory on the fly, and seeing how the other person feels about it.
This might seem rude, but if done right it’s not only polite and creative but can be a great way to reinforce character bonds and create a sense of history in a hurry. Skilled and cooperative players can spin elaborate moments out of almost nothing, and there are a few key tips to pulling it off without a hitch:
Tip #1: Offer, with a Way Out
Example: “Hey, weren’t you there when we chased that banshee across campus?”
This is a good example of an offer with a way out. You’re suggesting a shared experience – chasing a banshee across campus – but with “weren’t you there” you’re still giving them an easy out if they don’t want to have that incident in their backstory (“no, I wasn’t there”). The easiest way to do this is to frame these offers as questions of one kind or another, rather than stating them as facts, because that implies a level of uncertainty or latitude that allows the other player to answer more freely. It also takes a bit of the sting out of the fact that you may be catching them off-guard with the suggestion of part of their backstory they never considered.
The essence of the idea is that you’re doing two things at once – proposing a previously unknown character connection, while also offering the other party a chance to decline if they don’t feel it’s appropriate for their character. Suggest, but leave the door open too. It may sound complicated, but with a little practice it becomes second nature.
Tip #2: Use Weasel Words
Example: “I believe it started when I stole that cursed book out of the library, remember?”
Weasel words are words that in this context allow both parties some wiggle room: some, maybe, many, mostly, probably, believe, feel, seems, apparently, remember, etc. In the example, “I believe” is a lot more of a weasel phrase than using something stronger like “I know” – while technically both could still be wrong, “believe” is a lot more personal sounding than knowing. Also, the inclusion of the word “remember” and phrasing the memory as a question once again allows for the other player to back out if they like.
When you’re offering a shared experience, try to keep it relatively fuzzy, so that everyone involved has a chance to add details or alter things they don’t like. Remember, even though you’re proposing it, it still involves other players, which means they get to have a say in what you’re creating together!
Tip #3: Help with Leading Questions
Example: “Wait, were you in on it, or one of the ones who narc’d us out?”
If the other player seems to be struggling, help them out by asking leading questions that might give them a better idea of possible ways to resolve the situation. This doesn’t mean leading them right into being forced to be on your side or divulge sensitive information about themselves – we’re not in a courtroom here. Instead, leading questions allow you to help a floundering player by giving them possible solutions in the guise of asking for more details about the memory or experience you just conjured up.
The important thing to remember is to only do this if it seems necessary to help someone else out, or if they are in agreement and need a hand fleshing out the situation with you. If they’re not interested (see below), don’t keep piling on in hopes of making them moreso, but be willing to accept that it didn’t work and move on.
Tip #4: It’s OK to “No, But”
Example: “No, I wasn’t in on it, and I didn’t narc you out … but I sure remember how the Chancellor freaked out!”
Most of the time in the world of improv acting, you’re taught to “yes, and” and larp is no exception – it’s generally better to agree with someone and build on it than decline an effort at shared world-building. However, when you’re suggesting a shared moment to someone (or having one offered to you), it’s a time when “no, but” is perfectly acceptable. After all, while you may consider it an innocent offer, it might contradict something in the other person’s backstory or go against how they feel their character would act, possibly in ways you never expected.
The important part of understanding “no, but” is that when it happens, it means the other person is still trying to play with you – if they weren’t, that would be a flat no and end of discussion. A “no, but” means that while the idea doesn’t work for them as stated, they’re still interested in following that general line of play, and offering an alternative way to stay involved.
Tip #5: Respect the Hard No
Example: “No, I don’t remember anything about a banshee or a stolen book.”
Sometimes another player won’t be interested in a shared experience and they’re not willing to “no, but” the situation to being one they like more. It might be it just seems to far-fetched or out of character an experience for them to accept, or they might have a detailed backstory they like that just doesn’t have room for it. Maybe it even touches on some entirely OOC element they don’t want to bring up, much less explain in the moment. Regardless, sometimes players will give you a hard no, and that’s their right. This is the other reason phrasing shared experiences as questions and using weasel words is useful – it allows you to back away from the idea without damaging continuity or creating awkward situations where something might or might not have happened.
Example: “No banshee? Oh man, was I hitting the hallucinogenic potions that night? Sorry, my mistake.”
It’s important to remember that while a hard “no” might seem like bad roleplaying at a glance (at least compared to “yes, and” or “no, but” techniques), it’s entirely possible that the stance is driven by factors that you can’t know and that the other player does not feel comfortable discussing. So give everyone the benefit of the doubt and don’t get huffy if you get a flat no, just assume they have a good reason, and just back off the idea. You can always try it with someone else, or find another way to reach the roleplaying moment you’re looking for!