Last week's post covered the quest of the Games Master to stay relevant, and the introduction of hypnosis as a tool of Games Mastery; immersion; and the capabilities of the conscious and unconscious minds.
This week, we move on to actual use of hypnosis in storytelling and in gaming, as used by the Games Master.
The ABS Formula
The crucial element of hypnosis is called the ABS Formula. It can be broken into three parts: Engage the Attention; Bypass the Conscious Mind; Stimulate the Unconscious.
Engage The Attention
The initial stage of hypnotic storytelling, this involves drawing the players' attention to the task at hand - beginning the game, allowing the story to unfold. You know that this stage is complete when all of the players are fosucing on you, and at that point you can begin to draw them into the game.
Bypass the Conscious Mind
This is the stage where you are bypassing the conscious censor and getting through to the unconscious mind to prepare it to create the inner environment In regular hypnosis, this would be the stage where the hypnotist engages the subjects in a formal trance induction. However, this is hypnotic storytelling, and the objective is not a trance state but the engagement of the players as their characters, living out the scenario.
Bringing The Players Into Your Dream
One way to begin the process of revivification is to ask the players a single question about their character; one which is designed to increase their focus, and to concentrate their unconscious' attention that they exhibit revivific
Stimulate the Unconscious
This is the part where you and the players' unconscious work together to create the inner environment in the players' minds to match the environment within your own. Here is where the players' minds are sufficiently focused for immersion to take place and for play to begin.
Strange New World
This is an exercise from the Hypnosis Training Academy. Its aim is to encourage creativity, a vital ingredient in Games Mastery.
Start with a random object - an egg, a book, a cup - and start imagining its environment. Is it in a nest? How big or small is it? Where is the nest? In a hedgerow? On a cliff ledge, or high atop a tall building like a tower?
When I started with this exercise, I imagines a peregrine falcon's nest, and a pair of falcons, in the crenellatioins of a tower - the tallest tower in a city. I began to work out the details of what the tower looked like - it was square, made of brick, with a building below it, and a massive public square. That public square became populated with people, brightly coloured in Renaissance-style garb, reminiscent of characters from the Rider-Waite-Smith Tarot deck (in particular the II and III of Wands, the Queen and King of Cups, the Knight of Pentacles, the IX of Pentacles, and the VII of Swords.
I furnished this august public square with fountains, added sex workers hanging around them, and placed a church across the way - facing a brothel directly opposite.
Thus was born Piazza Derisola, the so-called Hanging Garden in Fioracitta.
Part of this exercise involved me going first, entering a light trance (easy enough, once you learn self-hypnosis) and putting myself in the mind of a Magnate, perhaps the artisan from the II of Wands, holding a globe in his hand, gazing out at the Piazza Derisola, thinking of the business he had in hand, and the person he was expecting to meet there for a clandestine meeting ...
This is another advanced hypnotic technique. Revivification is a state of mind where the mind is so engaged in something - remembering, usually - that they lose awareness of their surroundings.
Hypnotic Games Mastery begins by including revivifying elements into your world building. Make your world setting compelling enough, through including sensory elements from the players' memories, that they can't help but be drawn in and practically feel the cobbles of the street beneath their feet.
Describe a riot of scents of various cooking meats from the vendors preparing hot foods on the periphery of a market; the singsone voices of the stallholders hawking their wares; the seagulls' cries overhead, competing with the turbulent human babble below. Chances are, every player will have some sort of scent memories to draw from - and in your worldbuilding, strive to bring those memories to life by fanning the embers of their memories to bright flames with your words.
Drawing The Players Into Your Dream
So now you have the elements in place to induce revivification, you need to catalyse the players' focus. Annd you do this by asking each player one question.
What makes your character happy?
Once they begin answering the question, keep the ball rolling for each player by encouraging them to delve deeper. You can do this very simply, through support sounds - "Mm-h'mm," "Ah," "Cool," "Excellent" - and with the simple phrase "Go on."
Observing Signs of Increasing Focus
As the players get more involved in their characters, perhaps to the point where they are living their lives, walking a mile in their shoes as it were, observe their body language. If it looks as if they are not paying that much attention to you, but rather focusing on the character; and if they are making little gestures from picking up an orange to the act of drawing a polishing cloth across a blade; then you can begin the adventure.
Maintain focus in the game by investing in the characters, and giving them plenty to do - and that means breaking the old habits of "team leader / party tank / cleric healer / mage artillery / rogue backstabber / ranger for the ranged combat" everybody seems to fall into.
Give your characters advance knowledge. Have them encounter people who possess knowledge about their destination. Don't make every single encounter about combat - make them memorable by having the players engage with sentient beings as people. Many times, the unconscious mind will help by conjuring up the people your characters encounter.
Throw the stereotypes out of the window. Your orc encounter in the wilderness - they're going home laden with fish and birds from a successful bit of foraging, and they are singing a victory song to let their husbands know that tonight, they dine like kings. That wandering beast is following a trail left by a wounded animal: it has no interest in the characters. That sorcerer is heading for the players' town, with their retinue of male and female acolytes. They recently cast an enchantment to permanently become non-binary, and they are going into town to avail themselves of their spells to the townsfolk who need them - Enhance CHA, Sculpt Flesh, and Shapechange (to non-binary).
Make the encounters into stories. The unconscious informs the conscious mind through stories. Stories are about conveying meaning - and your unconscious can grasp your intent as Games Master, and actually help you to carry out your job of delivering an engaging and rewarding game.
Their unconscious minds can manifest these encounters, and the players will perceive them with their mind's eye. This is engaging their imagination hypnotically, and if you exercise your imagination and leave the combat section of the core rulebook to gather a little dust, you'll be able to engage the players' imagination and keep them immersed until the moment you bring them back in the room to hand out the Experience Rolls.
Edited by Alex Greene