Hamlet's Hit Points
Hamlet's Hit Points
Hamlet's Hit Points
—Kenneth Hite
Author, Tour de Lovecraft
In skilled hands, roleplaying games are powerful lenses through which we can
see our world and our lives in fresh ways. Robin Laws applies a lens to the
lens, zooming in with Hubble-like intensity to expose the rich relationship
between interactive stories and their participants.
—James Wallis
Also from Gameplaywright Press:
Robin D. Laws
with Illustrations by Craig S. Grant
Gameplaywright Press
A Note About This PDF’s Formatting
This PDF edition of Hamlet’s Hit Points is formatted—and thus,
paginated—differently from the book’s print edition. Specifically,
in the three story analyses here, beat maps that graphically depict
several beats in succession have been eliminated in favor of single
icon-and-arrow combinations per beat. We’ve done this because
on many PDF readers viewing an entire two-page spread at once
is impractical, but to do so is necessary to make easy sense of the
print edition’s multi-beat maps. However, because you may want
to have it, a separate PDF that is identical to the print version, for-
matted in spreads rather than single pages in order to preserve the
print edition’s exact appearance, has been made available in parallel
with this version. In addition, a third PDF presents all of each story’s
beats as single, massive, one-page maps.
If you acquired this PDF from a legitimate source, all three files
should have been provided as a bundle. If you did not receive all
three PDFs, please contact [email protected] or your
PDF’s vendor.
The icons that identify the beat types described in Hamlet’s Hit Points have been released under a
Creative Commons license. We hope you’ll use them to create beat maps of your own. For more
information and to download these graphics, visit gameplaywright.net/hamlets-hit-points.
A thousand thanks to Jason L Blair, Seth Johnson, Joshua Rensch, Melissa Rensch, Josh Roby,
and Karen Twelves for their help with our crowdsourced eleventh-hour proofreading.
Gameplaywright Press
www.gameplaywright.net
2191 Rosewood Lane South
Roseville, Minnesota, 55113
United States of America
This PDF edition of Hamlet’s Hit Points was prepared in August, 2010. It does not have an ISBN.
The print edition of Hamlet’s Hit Points is ISBN-13: 978-0-9818840-2-8 (ISBN-10: 0-9818840-2-4).
Surprised By Story. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Beat Analysis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Hamlet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Dr. No. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Casablanca. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
How To Pretend
You’ve Read This Book
Hamlet’s Hit Points creates a system for analyzing stories tuned to
the needs of roleplaying gamers. As such it assumes a basic famil-
iarity with roleplaying terms and techniques.
With its system of beat analysis, you can track a narrative’s
moment-to-moment shifts in emotional momentum. Beat analysis
builds itself around the following very basic fact:
Stories engage our attention by constantly modulating our emo-
tional responses.
As observations go, this one is glaringly obvious, once stated.
Yet we in the roleplaying community have paid it surprisingly little
heed over the nearly forty years of our form’s existence.
The opening essay, “Surprised By Story,” finds a historical ex-
planation for our collective neglect of narrative fundamentals.
The “Beat Analysis” section lays out the building blocks of our
story breakdown system. It divides stories into a series of separate
moments, or beats. Beats fall into nine categories: two primary types
and seven less common ones. Each beat resolves in a way that alters
or reinforces the audience’s responses. Most move us either toward
hope or fear, with the odd beat resolving ambiguously.
How to PretenD You’ve Read This Book | 8
If you walk away from reading this book thinking, “Well, that seemed
obvious, now that I think of it,” and your gaming subtly improves as
a result, it has done its job.
Surprised By Story | 9
Surprised By Story
When Dave Arneson and Gary Gygax entered into the collaboration that led
to Dungeons & Dragons, and hence what we now call the tabletop roleplaying
game, they weren’t trying to invent a new story form. They set out to create a
new variant of the war games they both loved, in which the basic unit of play
would not be a military platoon, vehicle, or squadron, but an imaginary indi-
vidual. Precursors of their experiment included Dave Megarry’s board game
Dungeon and an unpublished game by Arneson in which police officers pur-
sued fleeing criminals across the highway system of a conveniently squarish-
shaped state. Both of these featured identification with a solitary fictional
character, but neither had quite evolved into the RPG as we know it.
The missing ingredient was persistence—the idea that the single charac-
ter you played and identified with during the game retained a history from
one scenario to the next. Dave and Gary didn’t call this persistence; they called
it the experience point. By allowing players to follow a character through a
series of incidents, in which he gained capabilities—not to mention useful
gear—along the way, they let a mysterious element sneak into their creation
through a back door. (Doubtless this was a secret door, which elves had a bet-
ter chance of spotting.)
Certainly, this infiltrating narrative seemed rudimentary at first: a chron-
icle of rooms explored, creatures slain, and treasures looted. But a simple
story is still a story, and soon the other telltale techniques of narrative began
to creep in as well. These ranged from supporting characters the heroes in-
teracted with and didn’t necessarily fight, to details of setting and culture, to
hints of an overall shape, or structure. The game concept of levels, in which
the heroes would over time fight progressively tougher threats, paralleled the
rising stakes of Western dramatic narrative. Some players found it appealing
to develop the inner lives of their characters. This in turn led to the idea that
PCs might sometimes disregard their most advantageous choices in straight-
up game terms in accordance with their emotional impulses. This innova-
Surprised By Story | 10
tion led to the first of many aesthetic splits within the suddenly burgeoning
RPG community, between the efficient strategists and those more interested
in exploring their characters. It caused some discomfort even to Gary, who, in
one of his occasional excursions into controversy, used his Dragon magazine
column to decry the growing influence of play-acting on the game he had co-
created and popularized.
As story continued to seep in unbidden through the edifice of armor
classes and magic item tables, dissatisfied tinkerers responded to D&D with
rules sets of their own. An early wave of designs sought, in keeping with the
hobby’s wargaming roots, to simulate reality less abstractly, by considering
more of the factors influencing combat outcomes. Designers tackled new
genres, from space opera to superheroes. Later waves confronted the rigid
limits of early class-based character creation by creating discrete skills and,
later, build point systems. As they did so, they added to the arsenal of tools
GMs could use to evoke narrative forms. RuneQuest, to name one of many ex-
amples, introduced a system of cults that made your character class your ide-
ology, providing you with a personality stereotype and hooking you into the
myths of its setting, the world of Glorantha. Champions encouraged players
to create secondary characters around a player character, from enemies to de-
pendents, by treating them as disadvantages that would earn additional build
points. Call Of Cthulhu, by evoking the structure of the horror mystery, cre-
ated an explicitly narrative framework for its characters to navigate through.
It also measured its characters’ emotional states by assigning a Sanity statistic,
which was then placed in constant jeopardy. The James Bond game likewise
attempted to emulate the tropes and tricks of Ian Fleming’s novels and the
long-running movie series they spawned.
Since then, the constituency of players, designers and GMs focused on
the game’s narrative values has continued to grow. A move in the mid-90s
toward radically simpler rules sets, typified by Jonathan Tweet’s Over the
Edge1, helped story-focused GMs and players situationally seize control of
the narrative from the dictates of tightly deterministic rules resolution. Story
concerns dominate the designs of today’s now firmly-established indie scene,
as inspired by seminal games such as My Life with Master and Dogs in the
Vineyard.
Simultaneously with these later waves of rules development, schools of
criticism grew up to define and explain the various divergent strains of RPG
1: Full disclosure: The author contributed material to Over the Edge and its product line—another
confirmation of the field’s blurred lines between the roles of author, designer, participant and critic.
Surprised By Story | 11
practice. Following the hybrid nature of the form, in which participants serve
as both creators and audience, these critics were not outside observers, but
participants. These systems most notably included the set of terms defined
by members of the USENET newsgroup rec.games.frp.advocacy and Ron
Edwards’ Gamist-Narrativist-Simulationist trinity. These putatively critical
inquiries often served as manifestos, subtly or otherwise arguing for the supe-
riority of their promulgators’ preferred play styles. More importantly for the
purposes of this discussion, they tended to develop their approaches from
scratch, without reference to other story forms and the array of techniques as-
sociated with them. The same can be said of many indie-style designs, whose
attempts to foster narrative play sometimes seem abstrusely detached from
the principles of story creation as used by practitioners in the fields they’re
seeking to emulate.
This makes historical sense, given narrative’s secret door approach into
our form. Collectively, we designers, players, and GMs have yet to step back
and study the fundamentals of western story technique as developed since
prehistory (myth and the epic poem), Greek antiquity (theater as we know
it), the 1700s (modern fiction), or the 20th century (film, comics, radio,
television).
This book, then, is an initial step toward developing a grounding in story
techniques of relevance to roleplayers. It breaks down three classic narratives
according to their story beats, in search of principles and examples we can
apply to our storymaking process at the gaming table2.
It would be mightily convenient for this purpose if there existed a ready-
made mode of narrative analysis we could take off the shelf, sprinkle a few
RPG observations onto, and call it a day. Instead, we’ll have to descend to the
lab to create a hybrid entity, like Gygaxian wizards taking a deer and an eagle
and turning it into a peryton.
From the elementary literary analysis you probably learned in secondary
school, we can take certain fundamental terms. Of greatest use are those con-
cerning the roles characters play in the story, such as protagonist, antagonist,
foil, and so on. Also of some use are terms for the components of story struc-
ture: introduction, rising action, climax, and denouement.
Higher-level literary criticism is of less direct use here. It tends to focus
2: At the risk of committing a vile act of neologism, I use the term storymaking to emphasize the col-
laborative nature of the process. Storytelling sounds nicer but carries the connotation of a one-way flow
of creativity from a privileged, active GM to a subordinate, passive group of players. It has also been
hijacked by writers who prefer to shirk the requirements of coherence and thematic unity by saying
“I’m just a storyteller, man.” These people are why I stopped wearing a fedora.
Surprised By Story | 12
on prose style, and also on theme, including political content, historical con-
text, and gender roles. This is not to say that these components of fiction are
unworthy of study, just that they have little to tell us about the nitty-gritty of
roleplaying technique.
Theater and film, including off-shoots like radio and TV drama, serve as
our strongest models for the RPG experience. Their emphasis on dialogue
and external action makes their techniques ripest for our looting purposes.
However, texts for playwrights and screenwriters don’t necessarily focus on
our issues. Screenwriting manuals tend to focus on structure, following the
granddaddy of the form, Syd Field’s Screenplay.
The improvised, collaborative nature of the experience frees us from the
tyranny of structure. We not only forgive messiness, we expect and demand
it. Without it, players fear a loss of control to an overbearing uber-narrator. If,
as GM, you can occasionally build on a previous moment in an unexpected
way, cut out a few boring bits, and have something big and exciting happen
near the end of a session, you seem like a genius of structure.
With loose structure being the norm, we can instead turn our attention to
the moment-to-moment transitions inside a play, film, or television episode.
One tends to find it codified not from the writer’s point of view, but from
the actor’s. As interpreters of dramatic material, actors learn to break scenes
down into beats, marking shifts in tactic and reaction. Actorly beats may shift
on a per-sentence basis, or even by sentence clause or fragment. Fortunately,
we can zoom out further than that, or it would take the entire book just to
analyze the bedroom scene between Hamlet and Gertrude. Nonetheless, we
can adapt this method of analysis to find the basic direction of interaction
scenes, including shifts that mark changes of beat within the same scene.
These are drawn in part from the Michael Shurtleff acting text Audition.
If screenwriters are supposed to wrack their brains over structure, film
editing requires a focus on the internal rhythm of each scene, in addition
to the broad strokes of overall pacing. The terms petitioner and granter are
borrowed from legendary film editor Walter Murch, as they appear in the
Michael Ondaatje interview book, The Conversations.
Surprised By Story | 13
Beat Analysis
What follows is not the only or ultimate way to analyze narrative3. It does,
however, provide us a basic series of reference points we can use when looking
at particular stories and how their scenes are constructed and connected.
We’re going to look at beats as consisting of two components: types and
resolutions.
The type tells you what purpose the beat performs in the narrative. Beats
may perform multiple functions, particularly during key moments.
The resolution marks the emotional state engendered in the audience by
the beat as it closes. It may occasionally be ambiguous—we might register a
mix of elation and fear over an action beat, or contradictory feelings toward
our hero after a dramatic beat.
Beat Types
Procedural
A procedural beat brings into play a protagonist’s external
or practical goal. It either moves him closer to that goal,
fulfilling our hopes, or moves him further away from it,
realizing our fears. During a procedural beat the hero, or
others under his protection, are often in jeopardy, directly or indirectly. If
not, the hero is at some risk of a setback that would take him further from his
goal. For this reason procedural beats generally evoke a feeling of suspense,
which may be intense or subtle, depending on the stakes in play.
In a procedural beat, verbal conflicts are resolved through negotiation,
threats, or by reference to other external or tactical considerations. One par-
3: Nor does an exploration of narrative technique constitute the only avenue worth exploring as we
look for ways to make our games more fun and engaging.
Beat Analysis | 15
ty, the petitioner, seeks a practical consideration from the other, the granter.
Once gained, the petitioner is able to move forward in the narrative in pursuit
of a goal, usually the procedural goal. The petitioner often gains information
but might also get money, a needed piece of equipment, access to a location,
or a promise of non-interference from the granter.
Dramatic
A dramatic beat invests us in the protagonist’s inner goals.
To achieve them he must engage in negotiation with others
to whom he maintains some sort of emotional connection.
He may petition them for expressions of feeling, or thwart
their efforts to gain the same from him. We hope that the beat moves him
closer to a positive inner transformation and fear that it might move him
toward a negative transformation.
Conflicts in dramatic beats are by definition verbal. One party, the peti-
tioner, seeks an emotional concession from the other, the granter. Common
concessions include gestures of affection, reassurance, or submission. Often
the petitioner seeks to inflict emotional injury on the granter. In more com-
plex dramatic beats both participants may act as both petitioner and granter,
each seeking to wring an emotional concession from the other.
Together, the procedural and the dramatic beats comprise the elementary
building blocks of narrative. Almost all beats in a story will be one or the
other. The following special beat types occur less frequently.
Commentary
A beat in which the protagonist’s movement toward or
away from his goal is momentarily suspended while the
author underlines the story’s thematic elements. Com-
mentary sequences often make use of bystander or ob-
server characters who function as a Greek chorus. Shake-
speare’s clowns may provide commentary on the action. Adroit storytellers
use this device sparingly; it stops the action and easily becomes heavy-handed.
Ideally, a story’s theme is handled through beats which are also accomplish-
ing something else, so that it is seamlessly interwoven with the rest of the
narrative.
Anticipation
Beats of this type create an expectation of coming proce-
dural success, which we look forward to with pleasure. The
reverse of a beat of jeopardy or suspense, this foreshadows a
success or gratification to come. The beat in which the hero
finally suits up and readies himself for a long-delayed battle provides a classic
anticipation beat. We are not worrying for the hero, but vicariously reveling
in his promised victory.
Gratification
A gratification beat allows us a positive emotional mo-
ment that floats free from the main narrative. They often
appear as rest breaks between major sequences. A musical
interlude often acts as a gratification beat (unless it also ad-
vances the story, as it frequently does in the musical genre). In stories drawing
on a rich ongoing continuity, a beat that tips the hat to fans with an aside ac-
knowledging their mastery of its trivia works as a gratification. Other in-jokes
and winks at the audience work the same way.
ie or TV show is too heavily larded with these moments, you may be looking
at the result of interference from producers and executives. They’ve trained
themselves to see stories as connective tissues fusing together various catego-
ries of gratification. This is why so many would-be blockbusters play more like
hodge-podges of disparate stimuli than satisfyingly integrated narratives.
Bringdown
A mood-setting beat in which we experience a negative
emotional moment that floats free from the main narra-
tive. This may be a moment of pathetic fallacy, in which the
hero’s environment reinforces and comments on his unfor-
tunate situation. Stock bringdowns include the moment when the hero gets
splashed by a passing truck after being dumped by his girlfriend. Moments of
creepy atmosphere in horror stories might also function as bringdowns.
• The Dude’s cell phone continues to ring in the bowling alley after his
failure to deliver the ransom money. (The Big Lebowski.)
• Jerry Lundegaard’s car, alone in a desolate parking lot, is completely
iced over after his father-in-law bars him from a promising business
deal. (Fargo.)
• After losing his straight job, Jack Foley’s short-lived return to crime
ends with his arrest in a car that won’t start. (Out of Sight.)
Pipe
A beat that surreptitiously provides us with information
we’ll need later, without tipping the audience to its impor-
tance. The twin dangers of pipe-laying beats are complex-
ity and predictability. The teller must avoid providing so
much supporting information that the story becomes confusing, and must
disguise it so that the audience doesn’t spot the associated reveal (see below)
ahead of time. The term comes from screenwriting parlance and compares
exposition to plumbing: you need it for your house to work properly, but you
don’t want to see it.
• None of the adults really interact with Dr. Crowe (Bruce Willis).
(The Sixth Sense.)
• From the first frames of Shutter Island, skewed angles and a sound-
Beat Analysis | 19
Question
A question beat introduces a point of curiosity we want to
see satisfied. Often it occurs as a protagonist seeks infor-
mation in pursuit of a procedural goal. Question beats are
the basic narrative currency of the mystery genre and its
various offshoots. While standard procedural beats make us wonder what is
going to happen next, question beats tend to engage our curiosity about what
has already happened, but has not been made clear to us. A question generally
resolves as a down beat (see “Resolutions: The Hope/Fear Cycle”); the lack of
information poses an obstacle to the hero and tantalizes the audience.
Reveal
A reveal provides the information we were made to desire
in a previous question beat, or surprises us with new infor-
mation. In the latter case it might come out of the blue, or
have been set up with one or more pipe beats laying the
groundwork for the surprise. We tend to be more engaged by exposition when
it has been teased to us by a prior question, or can clearly see its impact on our
hopes and fears. Reveals are likely to resolve as upward beats, especially where
they satisfy a prior question that has been nagging at the audience since it was
posed. The information provided, however, might indicate greater jeopardy
or challenge for the hero, in which case it resolves as a down beat.
• Dr. Crowe is a ghost, perceived only by the kid who sees dead people.
(The Sixth Sense.)
Beat Analysis | 20
• Ocean’s gang built the vault to create a false video feed to the casino
security system. (Ocean’s Eleven, 2001.)
• Norman’s mother is a mummified corpse in the basement. (Psycho.)
Question/Reveal:
Litfic’s Secret Weapon
Many contemporary literary novels rely heavily on the question/
reveal duality as a source of narrative suspense. Often fracturing
their narratives chronologically, they keep the reader engaged by
repeatedly hinting at major plot points before revealing them in their
entirety. This device allows writers working in the literary tradition
to downplay or ignore physical jeopardy, and to present character
interactions without constantly resorting to the high-pressure stakes
of dramatic scene construction. For examples of this technique in
action, see Michael Ondaatje’s The English Patient, Robertson Da-
vies’ Fifth Business, or John Irving’s A Prayer For Owen Meany.
two emotions rule and contain all the others. At any given point in a story, we
hope that the situation at hand will resolve favorably for the character we iden-
tify with, and fear that it won’t. The manipulation of these opposed impulses
is the key to narrative engagement. If we don’t either hope or fear for the char-
acters, we don’t care what’s going on, and the game is lost. Both responses are
easily exhaustible—too much hope and we become complacent and bored. Too
much fear and we surrender to despair and disengage. The rapid yet unpredict-
able alternation of hope and fear keeps us on the edge of our seats.
When the gaming stories we make together are unsatisfactory, it may be
because we aren’t ringing the emotional changes often enough.
As we analyze our three narratives, we’ll be constructing maps showing their
oscillations between hope and fear. All beats resolve forward in experiential time,
toward the next moment in the story. Chronologically, a beat in the present may
connect to a moment during a flashback (as it does in beat 63 of Casablanca), but
it always moves us forward into our engagement with the narrative. (We’re not
concerning ourselves here with the possible branch points you get in a roleplaying
story before it unfolds, just with what we see before us on the page or the screen,
or what is described as happening at the gaming table.)
In other words, we represent resolutions with arrows, which can only
point to the right.
The top of the map represents hope. The bottom represents fear. Reso-
lutions that tend toward hope point up. Those that tend toward fear point
down. Beats that don’t engage us either way warrant lateral arrows, pointing
straight to the right. In a compelling story, lateral moves occur infrequently.
For added detail, the arrows indicate which
of the beat categories they belong to. They are
either procedural, dramatic, or free-floating.
In the latter case, they show no evident con-
nection to either of the main types. For obvi- Procedural, dramatic, and free-
floating (upward) arrows.
ous reasons, free-floating arrows are rare. These
allow you to tell what kind of story you’re analyzing—a procedural (which
includes most genres appearing in RPGs) or a drama, and what mix of each
you’re dealing with.
Procedural and dramatic beats may move us toward hope or fear. Some sec-
ondary beats typically resolve in particular ways. Gratifications always point up;
bringdowns, as the name suggests, move us down. Questions tend to point down,
because lack of information irritates us, whereas reveals often point up, because
having information satisfies us. This isn’t an ironclad rule, though: sometimes
we’re afraid to get information, or lose hope when we learn something negative.
Beat Analysis | 22
The movement between hope and fear is less a cycle that moves back
upon itself than a wave of upward and downward movement. The term is
used to invoke the pass/fail cycle, a classic way of analyzing adventure fiction,
in which the hero meets a series of obstacles, overcoming some of them and
being overcome by others4.
4: The original analysis of Hamlet appeared as a series of entries on my blog, which you can find by
Googling my name. On my first pass through the work I characterized my analysis as a pass/fail cycle,
concentrating at first only on the protagonists’ successful or unsuccessful confrontations with plot ob-
stacles. It was while looking at the play on this level that it gradually became evident that the tracking
of emotional up and down moments yielded much more useful information on the nuts and bolts of
narrative construction. The version of Hamlet seen here has been revised to incorporate that insight
from the outset.
Beat Analysis | 23
Hope
1 2 4
Guy in Hat Tells Shadowy Lurker Horrifying Doom
About Dungeon 3 Prophecy
Card Game
With Oracle
Fear
Beat Analysis | 24
Hope
8
Kobold Attack
7 9
Using the Victorious
6 Password Heroes Take
Learn About Their Stuff
5 Kobolds and
Chase the Their Nest
Skulker
Fear
Beat Analysis | 25
Climax
Denouement
Rising Action
Turning Point
Intro
That chart measures the escalating stakes of the narrative. Like most dia-
grammed narrative maps it is more concerned with conveying the sense of
an overall structure than in breaking down moment-to-moment emotional
shifts. Although useful to us as a structure to shoot for, the roleplaying form’s
already-mentioned forgiveness of a messy or wandering narrative line makes
it only tangentially useful to us as gaming improvisers.
Devourers of screenwriting manuals may also recognize the narrative
curve of the contemporary three-act screenplay, with its notoriously over-
worked end of act two low point:
Beat Analysis | 26
Denouement
Climax
Pay-off
Development
Turning Point
Intro
Low Point
As we’re about to see, the line we get from performing a beat analysis is
much flatter overall. It tends to resemble a stock tracker measuring the prog-
ress over time of a slowly deflating security. The overall movement is down-
ward, but there are continual ticks up and down along the way. Here’s what
Hamlet will look like at the end of our analysis:
Even stories that end happily, like Dr. No and Casablanca, tend to move
downward over time.
Dr. No looks like this:
Its downward run is less steep than Hamlet’s, but its last beat still winds
up lower than its beginning.
Beat Analysis | 27
Here’s Casablanca:
Hamlet
Written at the turn of the 17th century, Hamlet remains the master narrative
of English literature. Every major leading actor takes a crack at it, or wishes he
had. More has been written on it than any other work in the dramatic canon.
Though no real scholar has, I bet, included as many arrows and icons in his or
her diagram of it. With its tale of murder and retribution within a royal fam-
ily, it mixes elements of the procedural and the dramatic. Its revenge plotline
requires a spate of investigation that makes Hamlet, along with his tragic pre-
decessor Oedipus, a precursor of the modern detective archetype. Although
considered a tragedy for its cathartically violent conclusion, our beat analysis
will reveal that it’s really more the tale of a doomed hero.
Beats for Hamlet are numbered by using Shakespeare’s act and scene
numbers, followed by a letter within each scene. To aid immediate recogni-
tion, beat numbers are presented as Arabic numerals and not the traditional
Roman numerals. The third beat in Act II, Scene I would, for example, be
labeled 2.1.C. To help you keep your Shakespearean bearings, the traditional
Roman numbers appear in headers for each scene.
Act I, Scene I
1.1.A A changing of the guard takes place at midnight. Mar-
cellus, an officer at the Danish court, takes Horatio, friend to
1.1.A Prince Hamlet, to witness the appearance of an apparition.
Guards Take They identify it as the ghost of the recently deceased king, Ham-
Horatio to
See Ghost let’s father.
Using one of his standard devices, Shakespeare increases the
status of his main character by having him spoken about by others in advance
of his eventual appearance. Here his narrative role is taken by a surrogate, his
friend Horatio.
This beat establishes the external problem that will drive Hamlet—even
Hamlet | 29
though we haven’t seen him yet—for the remainder of the story. His proce-
dural goal is to bring about the vengeance demanded by his father’s ghost. It
is no less the story’s driving goal because he accepts only with doubt and re-
luctance. Once the story gets rolling, we will hope that Hamlet achieves this
vengeance, and fear that he might not. Not that we know this quite yet, as we
allow the author the space to orient us in his story.
As we experience it, this might seem to be a procedural beat—the mere
presence of a ghost suggests that the characters might be placed in terrifying
jeopardy. Horatio, Marcellus and the guardsmen Bernardo and Francisco are
certainly frightened of it. As it turns out, the ghost, unlike its counterpart in
a horror story, has no power to jeopardize anyone, and no intention of acting
against our protagonists.
Although it might also evoke a touch of dread, the beat’s main purpose
is to engage our curiosity, making us wonder if the ghost is really that of the
dead king, and what its appearance portends. That makes it a question beat.
1.1.B Horatio seeks words with the spirit but can’t get it to
speak to them. It vanishes with the dawn. Horatio and Marcel-
1.1.B lus resolve to tell Hamlet about it.
Horatio The ghost is the petitioner. Its silent presence demands that
Interrogates
Ghost Horatio bring Hamlet to it. Its goal is practical; it doesn’t
seek an emotional concession from Horatio, who acts
as granter. That confirms this as a procedural beat. The outcome seems to
promise that the question of the previous beat will soon be answered, moving
us closer to the only hope for the story we’ve yet had time to develop. The
procedural arrow points upward.
If Hamlet were played as a solo game, this scene would occur offstage—
Horatio would appear to him and narrate the incident through expository
dialogue, giving him his mission for the game. Let’s assume for the sake of
this exercise that certain major supporting characters, including Horatio, are
also PCs. As the confidant character, he’d be an ideal choice for a kibitzer or
a player who attends sporadically.
During his interrogation of the ghost, Horatio charges it to speak, but
gets no response. The standard GM move here, would be to have Horatio roll
his Religion or Occult or whatever to see if the ghost talks. Neither result
would branch the story: a success might lead to the ghost saying that he will
only reveal his secret to Hamlet. If so, it would be an example of something
that happens all the time in RPGs—the non-branching obstacle. A skill gets
used, and the player either feels like a winner or a loser. The emotional tone
Hamlet | 30
Act I, Scene II
1.2.A Claudius addresses the court, establishing his authority
as king. He grants Laertes leave to return to France.
1.2.A These story beats are basically expository, with no real
The King’s conflict in play, and no signals telling us what to hope or
Authority
Established fear. Shakespeare is laying the basic pipe we need to orient
ourselves in the story. Among other facts, we’re introduced
to Fortinbras. Shakespeare will continue to drop references to him so we re-
member who he is when he shows up to provide closure at the end of the play.
The beat establishes the status quo that the ghost’s demand for vengeance is
about to disrupt; as such it warrants a lateral procedural arrow.
In a game, the exposition given here would be handled as GM narration.
accepts his assignment. Except here the client is himself. This moves him to-
ward a pragmatic goal, calling for a procedural arrow. It points upward, indi-
cating Hamlet’s new resolution. In contrast to the despair of his monologue,
he can now see a course of action that might address his grief and shame.
In other words, the play’s procedural and dramatic streams have now dove-
tailed—by procedurally investigating the ghost situation and seeing where
that leads him, Hamlet stands to repair his shattered emotional state.
thread exerting little pull on the other. The Coen brothers often gravi-
tate to the former approach, for example in their films Fargo, No
Country For Old Men, and Burn After Reading. Robert Altman was
the master of the latter mode, in such works as Nashville and Short
Cuts.
In beat-by-beat terms, however, I’m going to use the term pro-
tagonist to refer to the figure around whom our hopes and fears
are focused in any given beat. Occasionally we relate to multiple
characters in the course of a single beat, with paradoxical results if
they’re in conflict with one another. Sometimes a minor character
briefly becomes our focus figure. A strange example occurs in beats
67–73 of Dr. No when the secondary villain Professor Dent momen-
tarily becomes our protagonist.
out of her. She promises to obey him by fending off Hamlet’s romantic ad-
vances, even though she describes them as honorable. In addition to seeking
the sense of power he gets from her obedience, Polonius also furthers the
external goal of protecting his position at court. A consummate politician, he
sees only trouble in Hamlet’s affection for his daughter. If this was the story
of how Polonius saves his daughter from a crazy prince, this would also count
as a procedural beat in his favor. But of course it isn’t, so Ophelia’s concession
of emotional defeat determines the beat’s outcome—a downward dramatic
arrow.
Act I, Scene IV
1.4.A Hamlet complains to Horatio of the Danish custom of
revels attending a coronation.
1.4.A This interchange reiterates Hamlet’s disdain for Claudius,
Hamlet vs. who he associates with the corrupt behavior he describes.
Coronation
Drunkenness It fills out his character, establishing him as an intelligent
nonconformist, criticizing a tradition that gives his people a
reputation as drunkards.
Neither a dramatic beat (Hamlet seeks nothing from Horatio) or a pro-
cedural one (it gets him no closer to his goal), this beat plays as a throw-
away moment. My guess is that it’s a topical aside, 1599 style, in which case it
counts as an instance of gratification. Assuming that the audience agrees, at
least momentarily, with Hamlet’s editorializing, its outcome is a free-floating
up arrow.
Act I, Scene V
1.5.A The ghost commands Hamlet to avenge his murder,
naming Claudius as his killer.
1.5.A This is the big reveal we in the audience have been waiting
Ghost Assigns for ever since we heard there’s a ghost. Hamlet has now re-
Hamlet Mission
of Vengeance ceived his mission, just as 007 does in beat 19 of Dr. No.
Even though it was introduced in the very first beat, our
protagonist is now consciously aware of his procedural goal. The rest of the
narrative will now flow from this moment. Like most reveals that answer a
previously established question, this gratifies the audience and therefore war-
rants an up arrow.
In the prototypical RPG experience, this beat is the equivalent of the
scene where the GM plays the guy in the funny hat who the adventurers meet
in a tavern, and who tells them about the treasure-rich dungeon in the wilder-
ness outside town5.
5: You may recall that the man in the funny hat delivered a pipe beat in the example on page 24. Like
any character who exists to supply exposition, the MIFH can deliver pipe, reveal, or even question beats
as circumstances require.
Hamlet | 36
POV Limitations
Every narrative form exhibits distinct strengths and weaknesses.
Film excels at portraying physical action but struggles when called
on to convey complex inner states. Theater thrives on the immediate
interplay between performer and audience but can’t direct the eye
with the precision of a moving camera.
Roleplaying games erase the boundary between audience and
performer. By giving players decision-making power over the pro-
tagonists, it promotes the strongest vicarious identification of any
narrative form. Though this dynamic lies at the heart of the RPG
experience, it carries with it a downside: stories can only be told
through the eyes of their protagonists.
(Exceptions exist, from the troupe style play of Ars Magica to the
use of third-person vignettes, as described in the fourth edition Dun-
Hamlet | 37
geons & Dragons Dungeon Master’s Guide 2, but they’re still excep-
tions to a core assumption.)
Novels, films, plays and comic books can all cut away to scenes
featuring antagonists and secondary characters. This facility allows
easy manipulation of information flow to the audience. It’s the key
technique of classic suspense sequences, in which the audience
knows more about the jeopardy in play than the character who faces
it.
In an RPG version of Hamlet you’d have to make the point about
Polonius’ Machiavellian nature, as seen in beat 1.2.A, in a scene in-
volving a player character. At least one PC would have to listen in on
his orders to Reynaldo or somehow hear of them later. Whatever the
mechanism, the information would have to reach the player charac-
ters in order to be presented at all.
We’ll note other scenes that would have to be reconfigured to
overcome POV limitations as we come to them. To avoid repetition,
we’ll let some instances pass without comment.
Also, the encounter with Ophelia described here would have taken place “on
stage,” between the two PCs. To convince her that he’s taking leave of his
senses, Hamlet’s player would likely have had to overcome her Perception (or
an equivalent ability, depending on the game system) with his Deception.
Alternately, Ophelia’s player could have specified that she’d be predisposed
to fall for this—although it’s the rare player who agrees to have her character
deceived.
up. The beat ends on an emotional down point for Hamlet—he reaches out
for comradeship and gets something else.
3.1.B Claudius and Polonius lay a trap of their own for Ham-
let, plotting to spy on him when he runs into Ophelia.
3.1.B This procedural beat is initiated by the antagonists. Oph-
Ophelia Agrees elia, who we’re treating as a PC, agrees to cooperate, un-
to Take Part in C.
and P.’s Scheme aware of their perfidy. The beat ends on a down arrow, as
her cooperation makes the situation more dangerous for our
protagonists.
scene delivers both dramatic and procedural elements. Hamlet scores victo-
ries on each level.
Does Hamlet really expect Ophelia to go to a nunnery? If so, he’s making
a second procedural gambit, trying to safely remove her from Elsinore and
the dangers posed by his quest for vengeance. An argument can be made for
this, but it seems that if this were Hamlet’s primary goal he’d select a tactic
more likely to succeed—like confiding in Ophelia and issuing a clear, ratio-
nal warning. Instead his approach seems calibrated for its effect on Claudius,
with little thought to the devastating impact it will have on her.
As audience members, however, our perception of those victories under-
goes an ambiguous shift. From Ophelia’s perspective, it’s a dramatic beat end-
ing on a down note. She wants Hamlet to return to his previous, loving self,
and is cruelly rejected. This scene shows us that dramatic scenes between PCs
work in both directions, offering victory for one player and defeat for an-
other. We’ll note this by giving Ophelia a dramatic down arrow of her own.
Watching the play, we tend to respond to this particular collision of focus
characters as an emotional down note. Hamlet gets what he wants, but, for
the first time in the play, our sympathy departs from him. We feel for Ophelia
as he treats her cruelly. She suddenly becomes our viewpoint character. In
other scenes of conflict between focus characters, our sympathies might be
more evenly divided—as they tend to be in the many ambiguous dramatic
beats rung between Rick and Ilsa in Casablanca.
Ambiguously scored scenes, rife with internal contradiction, tend to land
more memorably than their simpler counterparts. The fact that this scene
works on at least three levels accounts at least in part for its lasting power. Like
the monologue that precedes it, it’s one of the high points of dramatic litera-
ture and still plays like a house on fire four centuries after it was written.
nizing player and character knowledge. Although it makes sense for Hamlet
to enlist his friend, this plot point doesn’t really come to anything, and is best
regarded as an expression of Hamlet’s emotional up note in this beat rather
than a significant beat of its own.
[No number.] Hamlet’s mother scolds him for offending Claudius; he responds
in kind, accusing her of offending the late king.
This is really the header of a dramatic scene which will continue in a moment,
after a deadly intrusion by the narrative’s procedural thread. On the map,
we’ll treat this as a single scene that occurs when it reaches resolution.
secret his confession of false madness) but not his dramatic one. Although
he hasn’t yet discovered this, perceptive audience members register it as an
emotional defeat for him.
Act V, Scene I
5.1.A The two gravediggers (billed as First and Second Clown)
engage in Elizabethan badinage. They cast satirical doubt on
5.1.A the decision to grant Ophelia a Christian burial, despite her
Clowns Jape apparent suicide.
Over Ophelia’s
Grave Shakespeare follows a moment of procedural ambigu-
ity with one of emotional ambiguity. On the surface, the
clowns’ turn-of-the-17th-century japery appears to serve as pure comedy re-
lief, a form of gratification. It provides a free-floating up moment for the
audience—one that none of the main characters, as the story spirals toward
tragedy, is now capable of providing. GMs often throw in comedy relief walk-
ons and underlings to lighten the proceedings, but due to POV limitations
can’t keep all the PCs offstage while they do it.
However, this is a prime example of a Shakespeare clown scene that proves
to be darker than it first appears on the surface. In mocking the decision to
bury Ophelia on consecrated ground, the gravediggers cast a jaundiced eye on
the privilege of our entire main cast. Their commentary cynically undercuts
the proceedings in general, and our sympathy for Ophelia’s fate in particular.
In this interpretation, they offer another twist of the emotional knife, con-
fronting the audience with a subtle but troubling irony. A GM might convey
a beat of this type with a quick aside, for example a description of cynical or
doubtful onlookers to the main action.
With none of our main characters present, the crossed arrows reflecting
the emotional uptick of the gratification and the competing downward effect
of the commentary are free-floating.
ed her callously in furtherance of his procedural goal, but, assuming we accept the
dramatically strongest choice for the actor playing him, he also loved her.
If you accept the alternate theory mentioned in reference to beat 3.1.D,
that he tried to remove her from Elsinore in preparation of his campaign of
vengeance, this would also count as a procedural loss.
Act V, Scene II
Now we reach the play’s very long final scene.
quickly Claudius will get news from England. If only by default, that makes
it a victory for Hamlet. We score this with split dramatic arrows for our two
remaining PCs.
5.2.E Osric lays out the terms of the wager and duel with
Laertes.
5.2.E This procedural beat also supplies the pipe needed to fol-
Osric Explains low the final duel. We know that Claudius and Laertes are
the Duel
scheming to secretly kill Hamlet, so his acceptance of the
duel increases our fear for him, registering a down moment.
5.2.F Horatio tries to talk Hamlet out of the duel with Laertes.
Hamlet dismisses his concerns.
5.2.F This is a procedural beat in which both of our remaining
Horatio Fails PCs debate Hamlet’s tactical situation. Horatio’s goal is
to Talk Hamlet
Out of the Duel practical, not emotional. Horatio loses; Hamlet wins. But
the audience, knowing that Claudius intends the duel as
cover for a murder attempt, feels a sense of heightened anxiety. That makes
this a downbeat moment, so we’ll enter the down arrow for Horatio as the
more accurate reflection of audience’s response.
mains ignorant of the plot to kill him. This is the second beat in a row in
which his apparent victory in an exchange conceals a threat of defeat—and is
again scored with a downward procedural arrow.
5.2.O The two duelists resume the match, neither hitting the
other.
5.2.O Shakespeare drags out the suspense by inserting an even-
Inconclusive steven moment, indicated by a lateral procedural arrow.
Sparring
Usually inconclusive results drag the story out without ef-
fect, but in the middle of a tense sequence they can put us
on the edge of our seats. The technique only works when used sparingly.
Hamlet | 64
pedigree.
is clearly the mother of all procedural setbacks. One might think that Ham-
let’s death forestalls future victories on his part, but we’re about to see that
this is not the case.
Summing Up
Looking at the Hamlet narrative map as a whole, we see how Shakespeare
metes out hope and fear in exquisitely calibrated doses. The play never pres-
ents us with more than three unambiguous down beats in a row. Beats 5.1.I
(Claudius and Gertrude stop the fight in Ophelia’s grave) and 5.2.dd (Rosen-
crantz and Guildenstern’s deaths are confirmed) come closest to being fourth
down beats, but are both ambiguous, featuring crossed arrows. Only once do
four up beats cluster together. This streak begins with Laertes’ implication
of Claudius at 5.2.U, encompasses the climax of the play, Hamlet’s killing of
Claudius, at 5.2.V, and concludes with the sound of Fortinbras’ approaching
army.
Crossed or mixed outcomes appear sparingly at first: none appear until
“get thee to a nunnery,” at 3.1.D, nearly halfway into the proceedings. They
cluster most tightly together in the graveyard scene. This preponderance of
mixed beats accounts for its disquieting qualities. Most of the ambiguous
beats revolve around Ophelia or Rosencrantz and Guildenstern. It is Ham-
let’s treatment of these characters that most strongly tests our sympathy for
him.
Hamlet | 69
Like any narrative map measuring gradations of hope and fear, its basic
line undertakes a slow, incremental movement from beginning to end. To the
extent that it creeps slowly downward over time, it is because clusters of down
beats outnumber corresponding clusters of up beats. Measured in this way,
tragedy’s downward trajectory is a subtle one.
Perhaps surprisingly, the lowest point occurs not with Hamlet’s death,
but with Gertrude’s. After this, an upswing occurs, starting with Laertes’ con-
fession and implication of Claudius. This enables Hamlet the certainty he has
always needed to fulfill his goal and kill Claudius.
The greatest thematic revelation spurred by our beat analysis arises
from Hamlet’s series of post-mortem victories. They establish him as more
a doomed hero than a tragic one. He redeems himself in death, a conclusion
more appropriate to the end of a John Woo movie than to the classic Aristo-
telian model. Unlike tragic heroes, Hamlet is not transgressing under the in-
fluence of a fatal flaw, but reluctantly sacrificing himself to restore the disor-
der caused by Claudius’ illegitimate kingship. In the monarchical Elizabethan
worldview, you can’t kill a king and get away with it, so Hamlet must die. But
we are glad that he did what he did, even if Ophelia and perhaps Rosencrantz
and Guildenstern were wronged along the way. You can’t say the same thing
about Macbeth’s decision to kill Duncan; Othello’s to strangle Desdemona,
or for that matter, Lear’s decision to abdicate in favor of his insincerely flat-
tering daughters.
Dr. No | 70
Dr. No
Although 1962’s Dr. No was hardly the first movie to feature a mix of inves-
tigation and action, its particular take on these elements exerts a continuing
influence on similar efforts nearly half a century after its release.
Bond may be a spy, but he exists firmly within the structure of the detec-
tive genre. Some of the more enduring precursors include the film adapta-
tions of Dashiell Hammett’s Thin Man (for its emphasis on sophistication,
quippery, and alcohol intake) and Howard Hawks’ film of Raymond Chan-
dler’s The Big Sleep, notably for the gothic weirdness of its hero’s journey, not
to mention his sexual magnetism. 007 spends his time unraveling a mystery,
which begins with a pair of murders no less. Various low-level bad guys at-
tempt violence to stop him from finding the truth. When he gets it, he battles
the perpetrator and, in a wrinkle new to the mystery genre, blows up his com-
plex. A disappointed No underlines the point for those who missed it when
he refers to Bond as a “stupid detective.”
The first film to adapt Ian Fleming’s already-famous iconic hero, Dr. No
compels in part because it has yet to fully coalesce into the classic Bond for-
mula. You can see the pattern begin to emerge. Also striking, given the posi-
tion the franchise would soon exert as mainstream entertainment, is its heady
undercurrent of Sadean/Freudian perversity.
Perhaps because the writers, led by Richard Maibaum, are still feeling their
way toward the cinematic formula that will fully establish itself in Goldfinger,
the film serves as an ideal exemplar of procedural structure. Only a relative
handful of its 215 beats fulfill dramatic or other functions. Even when the
film digresses to explore Bond’s character or gratify the audience, it swerves
unerringly back to Bond’s quest to solve the mystery of Strangways’ death and
prevent an attack on a US missile launch.
In the breakdown that follows, take it as read that a beat is procedural
unless otherwise specified. Beats are numbered sequentially.
Dr. No contains more beats than Hamlet, often of very short duration.
Dr. No | 71
Each of the various reversals in a piece of physical action can constitute a beat
of its own, even though they zip by quickly on screen. Fortunately, they can
also be described in a few words. Their effect on oscillation between hope and
fear is often self-explanatory.
abstracted visuals.
We’d be failing the spirit of Bond if we failed to quip about sexy women
making our free-floating arrow point up.
3. Three blind men with canes stumble across the screen, still in
credit sequence silhouette.
3 Even in silhouette, we can infer that these men are poorly
Credits III: attired; we can even somehow tell that they’re black. The
Blind Mice
nursery song “Three Blind Mice” plays, arranged in strains
suggestive of gentle mockery. It informs us that their pathet-
ic condition is amusing. The film is soon to reverse this impression, but for
the moment it expects us to react to this pairing of image and music as a third
note of gratification.
This is the first of several beats in the film that read differently to a con-
temporary viewer than they would have at the time of their original release.
It’s hard to imagine a current mainstream film hoping to elicit an indulgent
smile at the expense of apparently poor and disabled characters. For the pur-
pose of this analysis, we’ll score narrative beats according to the way they were
meant to land. Which means that this now discordant note was presumed by
the filmmakers to be an up note in 1962.
Together, these three beats remind us of the ability of music to introduce not only
simple moods, but complex expectations of genre. Many GMs use music cues to
excite or scare players. The playing of an rousing intro theme at the beginning of a
session might be considered an up beat of its own, as it is for our audience here.
4. The three blind men, now seen in live action, wend their
way toward the exclusive Queen’s Club.
4 In a later era, the contrast between the poverty of the three
Blind Men at men and the luxury of the club might signal a moment of
Queen’s Club
commentary. This luxury-loving film has something less
caustic on its mind.
Now that we see the three blind mice in the real world, we’re left to ques-
tion their significance in relationship to the club. Once we’re engaged with
the story, questions will be scored as procedural down beats, because they in-
crease our sense of suspense and frustration. At this point we have no reason
to feel either hope or fear and are waiting attentively for the story to engage
us. A lateral arrow seems most appropriate here.
Dr. No | 73
10. The killers search the office for an item, finding it, and also
seize a folder bearing the name Dr. No.
10 This beat introduces questions: what is the item? Who is
Killers Take Dr. No? Unlike the questions that kicked off the story, we’re
Items and “Dr.
No” Folder now sufficiently oriented—we know there are bad guys, and
victims—to feel a sense of unease until they are answered.
They move the arrow down again.
This ends a sequence of five downbeats—more than you ever see in Ham-
let. But these are the much briefer, more sub-divided narrative units not only
of the procedural form, but of cinematic storytelling technique.
Beats 4 through 10 fulfill the same purpose here that the appearance of
the ghost does in the opening scene of Hamlet. They introduce the proce-
dural goal before we even meet our viewpoint character.
17.Back at the office, Bond flirts with Moneypenny.
Bond now immediately recapitulates the gratification beat
17 with a new target. The reiteration confirms sexual domi-
Bond Flirts With nance as his key behavior. First he establishes it over Money-
Moneypenny
penny by moving into and over her space. When she returns
the flirtation, he retains his power by deflecting her. When
she then pulls away from him, he declines to acknowledge her tactic.
She mentions the Strangways situation but provides no further informa-
tion, except to indicate its importance. The reveal is postponed to the next
beat.
Dr. No | 76
20. M and his assistant tut-tut Bond for his preferring an out-
moded weapon, the Beretta.
20 In the first dramatic beat of the film, Bond loses emotional
Emasculating power when his boss questions the adequacy of his hand-
Gun Talk
gun. In Dr. No, a cigar may occasionally be just a cigar, but
a gun is always loaded with hollow-point Freudianism. By
denigrating his Beretta, they’re threatening his sexual dominance.
It is M’s role in the Bond universe to not only dispense the assignments,
but to serve as Super-Ego to his Id. Bond’s sociopathy is softened and made
acceptable because he has made himself a weapon of a safely paternalistic
state, as represented by M. (The contemporary decision to cast M as a woman
typifies the series’ ongoing attempts to reconstruct its original sexism. The
hyper-masculinity of today’s Bond is kept in check by a maternal state.)
Although on a thematic level, M’s dominance over Bond allows us to en-
joy our hero’s anti-social behavior, it still registers as a loss of power for the
character we identify with, and warrants a down arrow.
ers. These comments might tee off on the PC’s defining character
traits. More typically they roast the players for mistaken decisions
that got them into trouble. In this case, the GM (M) might be kidding
the player (Bond) for his failure to adequately minimax his choice of
handgun from the game’s firearms table.
These burns seem to register as up moments, because they get
everyone at the table laughing, including the player who’s getting
razzed. However, the character is still losing emotional power. As
such, these moments are down moments hidden under a cloak of
amusement. If you’re going to indulge in them—and I have to admit
that I’ve fallen into this trap until this very moment—count them as
down moments and see that you provide compensating opportuni-
ties for the PCs to regain the emotional high ground—if not from
their irascible superiors, from some more fitting GM character.
24. It’s Sylvia, whiling her time with some trouser-free putting
practice.
24 A classic reversal, this reveal shows the previous beat to have
Sylvia Leggily been one of false suspense. Our relief, and possibly our ad-
Golfing
miration for actress Eunice Grayson’s legs, mark this scene
with an up arrow.
False suspense is discussed in regard to beat 4.2.A of Hamlet. Even more
than that scene, in which the threat Rosencrantz and Guildenstern pose to
Hamlet in the wake of Polonius’ murder turns out to be a weak one, this beat
shows how much fun a reversal after a false suspense beat can be. As should
go without saying, this trick would soon wear out its welcome if used too fre-
quently or in a cliched manner. This is why we groan when the thing making
the awful noise in the horror movie turns out to be the cat.
6: Thriller master Alfred Hitchcock distinguished suspense from surprise, in which something awful
suddenly happens. Although associated primarily with suspense, typified by the poisoned glass of milk
in Notorious, the kidnapped child in The Man Who Knew Too Much or the murderous secret of Uncle
Charley in Shadow Of a Doubt, he also used surprise where effective. A prime example would be the
attack on Arbogast (Martin Balsam) in Psycho.
Dr. No | 80
29. Bond calls the Jamaican station to confirm that they sent
no chauffeur.
29 After apparently missing his first two watchers, we’re hap-
Bond Confirms py to see that Bond has cottoned on to one of the seeming
Jones is Hinky
threats awaiting him at the airport. An up arrow breaks the
previous string of three down beats.
31. Now on the road, the chauffeur announces that they’re be-
ing followed.
31 Intriguingly, the anticipation beat is followed by a new wrin-
“Someone’s kle suggesting that Bond’s victory might not be so assured
Following Us”
after all—he didn’t account for a car following them.
This isn’t a cheat, as the film does deliver a corresponding
gratification to its anticipation a few beats from now. However, it shows us
that there’s nothing wrong with a little doubt sown along the way. (Later, in a
Dr. No | 81
spate of thread-tying dialogue at beat 54, we’ll learn that this is a moment of
false suspense: it’s good guy Felix Leiter in that car.)
33. Now stopped, the chauffeur discovers that Bond has the
drop on him.
33 The film revels in the chauffeur’s discomfiture as he realizes
Bond Gets the that Bond has achieved physical dominance over him. We
Drop on Jones
see a close-up of Jones’ surprised take, and Bond as a loom-
ing, masterful figure. Thus we get the first installment of a
gratification that will be split up over two separated beats.
Since the situation has yet to fully resolve, a chance of reversal still exists.
This is still a procedural beat—albeit one concluding on an up arrow.
34. Bond stops Jones from grabbing a gun hidden in the car’s
glove compartment.
34 Bond’s continued dominance of the situation earns us an-
Bond Stops other up arrow.
Jones From
Getting the Gun
Dr. No | 82
our hero indulges it while pursuing a virtuous goal—and furthering the main
plot. Having been given a chance to exercise acceptable dominance here, his
player won’t get itchy and suddenly launch an attack on the Queen’s Club or
raid a gun shop.
7: Yet more full disclosure: this example comes readily to mind because the author designed
Gumshoe.
Dr. No | 84
50. Bond breaks free and overcomes them, training his PPK on
them.
50 As reversal follows reversal, Bond’s seizure of the upper hand
Bond Gets the moves us back up.
Drop on Them
51. The pompadoured man from the airport gets the drop on
Bond.
51 In the third consecutive reversal, Bond surrenders his physi-
Leiter Gets the cal dominance to a figure we have been primed to regard as
Drop on Bond
menacing. The arrow goes down.
53. Night comes to Puss Feller’s, and with it, a brief calypso
break.
53 Appearing at the dawn of the tourism age, the early Bond
Calypso at flicks serve as both thrillers and exotic travelogues. Like
Puss Feller’s
most musical interludes, this number acts as gratification
and provides us a free-floating up arrow.
Bar scenes in which the heroes relax and swap information have always
been an RPG staple. Until you look at them as a source of gratification, in
which jeopardy and challenge is temporarily suspended, the form’s reliance
on them seems peculiar. Depending on regional and national vagaries, gam-
ers may or may not enjoy hanging around in pubs. But they universally seem
to enjoy imagining their characters hanging around in pubs.
55. Bond spots the last of the airport watchers—a young pho-
tographer in a glamorous Chinese-style outfit.
55 Paying off the beat 27, the woman spying on him in the air-
Bond Spots port returns. The idea that Bond is still under surveillance
Shady
Photographer wakes us from our calypso-lulled complacence, reminding
us of the jeopardy he faces. The arrow goes down.
59. Quarrel shrugs it off and asks Bond if he wants her arm
broken. “Another time,” an insouciant Bond replies.
59 With their willingness to treat the young woman to the
“Want Me to same violence they’d use on a male attacker, our heroes re-
Break Her Arm?”
tain and extend their dominance. We are meant to enjoy this
as a transgressive up beat.
60. They release her; Bond wonders who can inspire such fear
as to render her, like Jones, impervious to intimidation?
60 The departed photographer reassumes dominance, becom-
Who Inspires ing, if not a figure of fear herself, a reminder of the fear in-
Such Fear?
spired by her unknown boss. If we’re feeling fear, the arrow
must be moving down.
61. Bond, Leiter and Quarrel discuss the mystery and danger
of Crab Key.
61 More fear equals more downward movement.
Crab Key
is Scary
64. We see two of the Blind Mice lurking around, armed with
a rifle.
64 This beat begins on an ominous cut—we don’t know where
Two Blind Mice or when we are, but we know these guys are deadly. Our dis-
Creeping About
orientation contributes to our increased fear, marked by a
down arrow.
65. Their shot at Bond, who gets out of a cab at his hotel, is
ruined by a passing car.
65 This deflation of procedural tension moves the emotional
Shot at Bond trajectory back up again.
Ruined
Here we have an example of an outcome that happens
all the time in action movies but is rarely accounted for by
game rules: a passive success. Bond did nothing to cause the vehicle to pass
by and wreck their shot at him. Yet we get the uptick in the hope/fear cycle
nonetheless.
You could argue that the RPG versions of the blind mice have missed
their roll, and that the GM has found an interesting way to describe their
failure. (This observation sets aside the POV limitation issue: Bond never
becomes aware of his close call.) This type of incongruent suspense beat, in
which the assassins’ shooting ability seems to be pitted against Bond’s luck,
is best handled by a narrative-style rules set, like HeroQuest, than one that
strictly models the physical interactions of weapon and target. Perhaps Bond’s
player spent a narrative resource, like a hero point, to cancel out a hit, which
was then represented in story as the passing vehicle.
Seizing Dominance
Sometimes players may surprise you by failing to seize the emo-
tional high ground in an interaction scene. Good drama dictates that
NPCs who are meant to provide up moments for the PCs put up
strong resistance and then crumble. Watch out for situations where
the players accept the tough front and get steamrollered when
they’re meant to do the steamrollering. You may need to telegraph
NPCs’ weaknesses more strongly for players unaccustomed to seiz-
ing the emotional high ground. Even when the rules provide a means
to do so, they may fail to use them. Often they’re reacting more as
the shy or laid-back people they are in real life than as the dominant
badasses they’re playing. Rather than lean back and let this hap-
pen, the GM should intervene to remind the player of the character’s
emotional wherewithal.
(This is another lesson the author now resolves to take into ac-
count in his own future GMing.)
68. We see the bauxite mine on Crab Key, which we’ve previ-
ously heard about.
68 The audience gets information about something we’ve been
The Bauxite extensively teased about. Even if Bond isn’t seeing it, we’re
Mine
satisfied by the infusion of knowledge, and register this as a
positive reveal.
74. A foxy hotel clerk checks Bond out as he picks up his car.
You could argue that this otherwise innocuous scene in-
74 creases suspense by showing Bond to be unaware of his up-
Foxy Hotel Clerk coming appointment with a terrifyingly deadly arachnid.
Checks 007 Out
However, the use of the Bond theme, with its signals of vi-
carious power and dominance, tips us to its primary intent,
as a gratification beat. Speaking of the theme music, note the heavy lifting it
performs in adding excitement to a decidedly routine transaction.
Narrative Neatness as
Player Reward
Roleplaying games sacrifice the comforts of structure for the spon-
taneous discoveries of collective creativity. Some players, burned
by bad experiences with uncollaborative GMs, have learned to fear
structure as a sign of that dreaded bugaboo, railroading.
However, if within the bounds of a truly spontaneous and col-
laborative game, moments that pay off previous beats, as if they were
planned, provide a jolt of pleasure equivalent to a free-floating up beat.
This is especially so when they feel like planned moments, even though
Dr. No | 93
79. Bond stays cool until the spider makes the mistake of crawl-
ing onto his sheet, then flips it onto the floor and kills it with his
79 shoe.
Bond Smashes Note the simplicity of the suspense rhythm exhibited by this
Tarantula
famous sequence: down, then up.
82. Bond catches the station chief ’s secretary, Miss Taro, eaves-
dropping on his conversation with the station chief.
82 This reveal not only establishes Bond’s dominance (he
Bond Catches catches her kneeling) but promises a new avenue of investi-
Miss Taro
Eavesdropping gation, scoring a solid up beat.
Dr. No | 95
by Edgar Rice Burroughs, you can still enjoy rooting for Tarzan.
Where the iconic hero trope is used in an ironic or revisionist fash-
ion, we might be made to feel conflicted about the outcome. This
occurs with Raines, centerpiece of Inglourious Basterds’ disorienting
moral universe.
90. The bleakness of the cement plant Bond’s car passes suggests
that something other than romance lies ahead.
90 In a break from the prevailing exoticism of the Jamaican
Cement Plant landscape, Bond finds himself in an industrial no man’s
Blackness
land—subtly cuing our sense of unease, and earning a down
arrow.
93. The pursuers turn to avoid the obstacle and plunge into a
ravine, dying in a fiery crash.
93 Bond has won the exchange, and his enemies (presumably
Pursuers’ the blind mice, who otherwise disappear from the film after
Fiery Plunge
beat 65) are destroyed. He racks up another up arrow.
for this unseemly gratification: she tried to have him killed, after all.
96. Bond tests her imposture by coming onto her. She’s forced by
her precarious position to appear receptive.
96 Here Bond successfully presses the advantage implied by the
Bond Amorously previous beat: another up arrow.
Tests Taro’s
Imposture
97. Miss Taro takes a phone call from her superior, who we
presume to be Dent.
97 This beat clarifies the situation for those whose drive-in
Taro Takes Call speakers may have momentarily shorted out, but doesn’t
From Dent
really alter our sense of hope or fear. The beat is a reveal,
albeit a weak one. If you didn’t get that Taro is a bad guy, or
that Bond is playing a delaying game in hopes that reinforcements will come,
you realize it here.
Screenwriters work to avoid moments of reiteration like this, but some-
times succumb out of necessity. The typical GM resorts to them all the time.
It’s much harder to convey information in an RPG than in other forms, as it
relies on off-the-cuff verbal descriptions to foster a set of shared mental im-
ages. Players easily make mistaken assumptions about their situations, which
the GM must periodically rectify. At times it even becomes necessary to re-
wind to a past event and revise a series of beats which came about due to a
misunderstood plot point. Though little spoken of, this ability to self-correct
is unique to RPGs.
and expectations. Game masters can tailor the events they introduce into play
accordingly. With one group you might be willing to explore a contemporary
equivalent of this now-uncomfortable sequence. With another, you might
know to stay a million miles away from territory that would prove troubling
or uncomfortable.
106. With Taro spirited away, Bond secures her place, expect-
ing trouble.
106 In echo of beat 43, which took place in his own hotel room,
Bond Secures Bond increases our anxiety for him by taking defensive
Taro’s Place,
Expecting Trouble preparations.
Though the threat of having one’s physical space violated
by intruders is a staple of the espionage genre, it takes on a special tang here,
given the film’s Freudian undercurrents. The hero and villains establish domi-
nance over one another by entering each other’s living environments, just as
Bond establishes dominance over Taro by literally entering her. In Dr. No,
infiltration isn’t just breaking and entering, it’s metaphorical sexual assault.
Dr. No | 102
109. Dent grabs the pistol he’s been surreptitiously moving to-
ward himself by pulling on a throw rug with his foot. He pulls
109 the trigger, but it’s out of ammo, leading to the quintessential
“Smith & Wesson, Bond line: “It’s a Smith and Wesson, and you’ve had your six.”
and You’ve Had
Your Six.” Bond executes him.
If you’re a woman and you try to have Bond killed, he will
merely rape you a couple of times. If you’re a man and you shoot at him with
no hope of success, you deserve summary execution. We are happy to enjoy
the cold display of 007’s power, just as, a generation later, we will delight
when a weary Indiana Jones whips out his gun and shoots down the Arab
killer flashily whipping his scimitar about. An up arrow.
Bond is able to kill Dent because he needs nothing more from him. The
entire Taro ambush sequence, beginning at beat 88, would be seen in game
terms as an optional plot branch. 007 sweeps some pawns off the board, but
takes nothing from his encounters with Taro and Dent he needs in order to
move on to the Crab Key exploration, which has already been planned. In a
game, the player might easily skip straight to Crab Key before you could have
Miss Taro issue her invitation. You’d miss some interesting scenes but nothing
essential to the progress of the story.
Dr. No | 103
We’re supposed to find this funny because Quarrel is black, and because
funny music is playing, and because he presumably needs his rum for cour-
age and blacks are cowardly. Of course Bond drinks like a fish but suave or
suspenseful music plays when he does it.
Though you’ll find more blatant racism than this in the Fleming nov-
els, it’s hard to shrug this one off. This moment was glaringly dated at the
time of the film’s release, at the height of the civil rights movement. The beat
reverberates unfortunately through the rest of the piece, casting otherwise
borderline scenes in the worst possible light. Quarrel serves as a foil to Bond,
showing fear in situations where the filmmakers want us to be afraid, while
protecting 007’s heroism. Given the history of the stereotypically cowardly
black character, the choice to place an Afro-Caribbean in the foil role gives
rise to a host of unwanted associations, which this beat brings crashing home.
It undermines beats in which Quarrel is shown to be brave and competent,
like his unflinching response to being cut with the broken flashbulb in beat
59.
For the purposes of this exercise, we’ll score it the way it was intended to
land, as a gratification beat with a free-floating up arrow. If we noted it as it
plays today, it would be as an unintentional bringdown, with its free-floating
arrow pointed down.
Failed Beats
Discordant beats occur all the time in storytelling. Any beat can fail
to exert its intended effect, and not just because it falls out of step
with evolving societal values. A scary moment might fall flat, or invite
ridicule. Dramatic scenes meant to uplift or upset us deflate when
we withdraw our sympathies from the protagonists. Narrative confu-
sion can prevent any beat from hitting its mark.
RPGs differ from passively-consumed, predetermined story
forms in that they allow you to adjust for failed beats on the fly. If a
suspenseful moment fails to bring the players to the edge of their
seats—whether because it was misconceived, or one of the play-
ers chose an unfortunate time to insert a pop culture quip—you can
regroup, up the stakes and try again. If they treat a supporting char-
acter you expect them to care about with indifference or hostility,
you can reroute the developing story so that it no longer depends on
their affection for him.
Dr. No | 105
125. Bond wonders what the so-called dragon could really be.
This beat introduces a nagging question, and so also moves
125 the procedural arrow down.
What is it That
Looks Like
a Dragon?
128. They see that her boat is riddled with bullets from the
prior machine gun fire.
128 This new complication reverses the victory of the previous
Honey’s Boat is beat, pushing the arrow down again.
Bullet-riddled
Dr. No | 108
130. Bond, his sidekick and his love interest undertake a tough
journey to a good hiding place.
130 The arduous journey beat is another staple of adventure fic-
Slog to Hiding tion. It increases our sense of tension—and drives the pro-
Place
cedural arrow down—by emphasizing the toll taken on its
slogging heroes.
Tolkien relies heavily on the arduous journey; it is a dominant trope of
both The Hobbit and the The Lord of the Rings trilogy. Through his influence,
it has also become a staple of RPGs—perhaps to an extent that outweighs
their narrative interest.
133. Our heroes stand waist deep in water. Honey cries out;
something has bitten her foot.
133 Her cry increases our fear and earns a down arrow.
Honey Cries
Out; Bitten
Underwater
135. The group comes out of hiding, not realizing that there’s
still one patrolling gunman left.
135 Unseen danger points the arrow down.
There’s a
Gunman They
Don’t See
Dr. No | 110
136. They spot him in time. Bond ambushes and kills the
guard.
136 The danger dealt with, the arrow points up again.
Bond Ambushes
and Kills
Gunman
137. Honey appalled, asks why Bond had to kill the guard.
Returning to the dramatic territory of their nascent ro-
137 mance, Honey is again distanced from Bond, earning a
Honey: “Why?” down arrow. Bond justifies his actions as necessary. As we’re
Bond: “Because
I Had To.” about to see, their courtship revolves around a most 007ish
issue: when it is acceptable to kill.
140. They spot dragon tracks, which seem ominous even when
obviously made by tires.
140 A reminder of danger earns a down arrow. Like Dr. No
Dragon Tracks himself, his “dragon” is introduced in stages, for maximal
Made by Tires
Still Ominous impact.
141. Honey supplies her backstory, including the fact that she
attributes the death of her father to Dr. No.
141 In this reveal, a dramatic up arrow (because Honey is open-
Honey: “Dr. ing up to Bond, bringing them closer) crosses a procedural
No Killed My
Father.” down arrow (because Dr. No is made more menacing).
Dr. No | 111
142. Honey tells Bond that she once used a black widow spider
to kill a would-be protector who wanted to take advantage of
142 her.
She Also Kills Suddenly, and in curious contrast to her concern for the
With Spiders
guard just a few beats ago, it turns out that Honey isn’t such
an outsider to Bond’s deadly world after all. Now she re-
veals herself to be a counterpart to Bond, coldly dispatching those who need
and deserve to be killed. At the same time, she’s his symbolic opposite: her
weapon is the natural world. Use of spider as murder weapon also connects
her symbolically to the bad guy, who we have seen deploy a tarantula in an
attempt to assassinate Bond.
Bond’s oddly priggish reply, “Well it wouldn’t do to make a habit of it,”
shows an amusing discomfort as he finds an apparent equal who has given
herself license to kill. She is untamed and independent, where he has to ac-
cept occasional fusty emasculations from M in order to keep his own license
in proper order.
Despite the violence of the imagery and Bond’s ruffled reaction, the shar-
ing of information brings them closer together and works as a dramatic up ar-
row. In the world of James Bond, murder talk is the equivalent of an intimate
coffee date.
Procedural Foils
In RPGs we tend to view sidekicks, allies and other supporting char-
acters as resources for the heroes to draw on. They extend the PCs’
capabilities, allowing them to perform tasks that would otherwise
seem out of character for them. Sidekicks, servants and retainers
help collapse time by performing uninteresting tasks off-screen. All
of these are useful qualities.
We tend to forget, however, the emotional value of foil charac-
ters, which is to establish the hero’s dominance. Quarrel is allowed
to feel frightened and ultimately get killed, without tarnishing Bond’s
aura of mastery. Felix demonstrates Bond’s dominance by being
almost as cool and well-placed as he is, but still left admiring on the
sidelines, whether 007 is infiltrating Crab Key or snogging Honey
Ryder.
Help to build your PCs’ sense of dominance and competence
by arraying foil characters around them. Like Star Trek red shirts,
they can demonstrate the dangers the heroes avoid, registering
down beats without saddling the PCs with direct failures. Periodic
interactions with admiring foils allow for easy up beats, which leaven
interactions with antagonistic or amusingly frustrating witnesses,
guards, and other NPCs who act as obstacles to their aims.
will persist long after the blatant minstrelsy seen in beat 115 disappears from
the cinematic playbook.
150. Bond is taken inside No’s base, where he sees its army of
radiation-suited minions.
150 Some reveals are satisfyingly informative and others omi-
They’re Taken nous. This reveal is both, leading out on a set of crossed
Inside the Base
arrows.
156. Bond demonstrates his cool by eating the food his captors
have supplied for them.
156 Bond asserts dominance in what is intended to be an off-
Bond Shows His putting, if opulent, environment by showing his lack of fear.
Cool by Eating
Their Meal In a moment, this show of sang froid will prove to be unwise,
but for now it scores an up arrow.
158. Bond and Honey pass out, drugged by the coffee they just
drank.
158 With this down beat, Bond’s insouciance in beat 156 is now
Drugged Coffee; shown to be misplaced. This is a rare instance of Bond mak-
They Pass Out
ing an outright mistake. However, as we’re about to see, the
consequences of his error are more creepy than disastrous.
166. Bond subtly needles him regarding his use of atomic pow-
er, while also pumping him for information.
166 Bond retains the floor, upshifting to a more aggressive verbal
Bond Needles tactic. Another uptick in his—and our—favor.
No, Pumps Him
For Information
171. A guard gets the drop on Bond, preventing him from in-
tervening as Honey is led away.
171 Bond’s failure to save her earns a downtick.
Guard Thwarts
Bond’s
Rescue Bid
Dr. No | 119
are penalized. Bond should have switched to a new tactic against No, but
tried to double down. The logic of the hope/fear cycle explains why this must
be so. Each beat must be distinct from the one that came before it. If the situ-
ation is repeated, the only opportunity for rhythmic variance comes from a
different outcome.
no advantage that he doesn’t have simply for being in the complex already8.
No has failed to win Bond’s love or affirmation. Their losses were in a sense
fore-ordained, as neither is prepared to grant what the other petitions.
fails again. He makes his check against the lowered resistance and moves on
to the next stage of the escape.
188. 007 crawls through even hotter piping and escapes through
a grate into a holding area.
188 Bond completes the entire escape sequence on a upward
Bond Escapes beat.
Into Holding
Area
192. No sees that Bond is out of place and orders him out of
striking distance.
192 What we feared has come to pass—Bond missed his chance.
No Spots A down arrow.
Bond, Orders
Him Away
Dr. No | 124
201. The fight takes them onto the control rod platform.
Their struggle has just become more dangerous, creating an
201 additional reason to fear for Bond. In the end it turns out to
Fight Goes to be worse for No than for 007, but that’s not what this beat
Control Rod
Platform telegraphs.
203. No dies, falling into the radioactive cooling pool when his
metal hands can’t find purchase on the slippery railing.
203 Bond’s equation of No’s metal hands with impotence proves
No Doomed by metaphorically prophetic as our primary antagonist’s
Slippery Hands
source of strength leads to his ironic demise. An up arrow
is scored.
With his main goal taken care of, Bond shifts to secondary goals: to save
himself (thus avoiding Hamlet’s fate, that of the doomed hero) and to rescue
Honey, fulfilling both his secondary procedural goal and his late-breaking
dramatic goal.
Dr. No | 126
210. They seek an exit from the complex amid general evacua-
tion panic.
210 Although we don’t particularly care what happens to the
Evacuation various henchmen and attendants, their fear reminds us
Panic
of the danger Bond and Honey are in. This ominous note
pushes the needle down after three successive up beats. It is
also the very last suspense beat of the film—it’s all uphill from here. This is ap-
propriate, because now that Bond has Honey, his goals have essentially been
met. Additional suspense beats at this point would only serve to drag out the
story.
At the gaming table, GMs often find themselves vamping and extending
storylines in order to hit a predetermined end point. When the heroes beat
the main villain with an hour left to go, good options grow scarce. You can
reveal a new goal with bigger stakes, but might be better off to allow the story
to reach a natural end point, perhaps followed by downtime, a quick stand-
alone sequence, or a simple break into out-of-character chatting. An extend-
ed denouement, in which the characters get to enjoy their victory free from
down beats, might also prove gratifying. You wouldn’t want to do this in any
other narrative, but RPG players are often content to explore their characters’
situations while under minimal procedural or dramatic pressure.
215. While making out with Honey, Bond releases the rope
towing the boat.
215 In this closing gratification beat, 007 asserts his dominance
Bond Release by abandoning social obligation in favor of private pleasure.
Tow Rope to
Claim Honey Even a friendly tow rope is too much bondage for Bond. The
moment slyly tweaks the prevailing sexual conventions of
Hollywood film, implying more strongly than would be usual for the period
just what Bond and Honey are going to do in that boat.
Summing Up
Although Dr. No is very much an escapist entertainment, its overall direc-
tion still slopes downward—though not as steeply as Hamlet’s procedural/
dramatic mix or Casablanca’s predominantly dramatic arc. Its lowest point
occurs very near the climax of the film, at beat 207. This is the minor moment
when Bond fails to get information on Honey’s location from a random guard
he’s grabbed and punched. This shows strong procedural construction—the
tension is not relieved until as close to the end as possible. It’s this continu-
ing jeopardy that prevents us from relaxing after the main villain has been
dispatched.
The highest points on our map are the alternating beats 117 and 119,
which occur soon after the entrance of Honey Ryder. They correspond to the
Dr. No | 129
Casablanca
Of the many movie masterpieces arising from the heyday of the Hollywood
studio system, none are more emblematic of its strengths than 1942’s Casa-
blanca. The film bears the unmistakable flair for movement and staging that
characterizes the work of Michael Curtiz, the most chameleonic of studio-
era master directors. Movie stars Humphrey Bogart and Ingrid Bergman
deliver searing performances in roles perfectly suited for them. An array of
Warner Brothers’ most memorable contract players fill out the seething mix
of its exotic setting. Claude Rains steals every scene he’s in, and when he’s
not around, someone on the order of Sydney Greenstreet, Peter Lorre, Paul
Dooley, Conrad Veidt, or S. Z. Sakall is. Paul Henreid, whose other perfor-
mances tend toward the flat and stolid, skillfully balances the challenge of
being both more admirable and less charismatic than Bogart.
Beat analysis of Hamlet and Dr. No revealed their stories in a sharply
different light. Hamlet showed itself to be the story of a doomed hero. The
Freudian weirdness of Dr. No leaps into plain view when you break down
the villain’s sexually fraught petitions to its hero. Our Casablanca analysis
will yield no such surprises. The shock here, if any, is to be again confronted
with the airtight symmetry of its construction. This is all the more remark-
able if you buy the legend of its creation, in which screenwriting brothers
Julius and Philip Epstein dropped a half-finished script in the hands of junior
writer Howard Koch, who was left frantically churning out pages just in time
for Curtiz to film them. One wants this to be true, if only as an roleplaying-
friendly fable of the powers of inspiration and improvisation. For all we know,
the true genius of Casablanca was its editor, Owen Marks.
Our default beat here is the dramatic. All other beats are called out spe-
cifically. Read any beat not explicitly categorized as a dramatic one.
Casablanca | 131
12. Well-heeled patrons ask to have a drink with Rick, and are
informed by the maitre d’ that he never does such a thing.
12 Like Hamlet and Bond, Rick is established as an impressive
Carl Rebuffs figure before we meet him. In this instance, he establishes
Entitled Parton
on Rick’s Behalf dramatic dominance while absent, through his proxy, the
head waiter Carl. The importuning guests are the petition-
ers, seeking Rick’s approval. Their tactic is to cite their social and economic
importance. Carl shuts them down, indicating that status means nothing
to Rick—especially when privilege isn’t what it used to be. (The requesting
guest may be with the second largest bank of Amsterdam, but the president
of the largest bank is in the kitchen washing dishes.) We don’t know Rick yet
but like his place, and we’re cued to disapprove of the sense of entitlement
projected by the guests. So we score this as a dramatic up arrow, rooting for
our hero before we lay eyes on him.
This is the first dramatic beat of a predominantly dramatic piece, setting
up Rick as an admirable figure who gains emotional power by withholding
his approval—the essence of modern cool.
For an example of a procedural victory in absentia, see Hamlet, beat 4.6.C.
POV limitations make both types of victory in absentia uncommon in RPGs.
9: Other commentators, including Roger Ebert, have gone into detail on the wobbly logic behind the
letters of transit. Papers signed by resistance leader Charles de Gaulle would not carry inviolable au-
thority in quasi-occupied Morocco. But the film believes that they would, and so we do too.
Casablanca | 136
17. Ugarte makes a more overt bid for Rick’s approval: “I hope
you’re more impressed by me now.”
17 Even with this tertiary character, the main import of the
Ugarte Hopes transit papers is their status as unit of emotional exchange.
Rick is
Impressed Now Here, having achieved his aims in a procedural negotiation,
Ugarte switches back to a dramatic exchange. While Casa-
blanca based itself on an unproduced play called Everybody Comes To Rick’s,
the title that best describes its subtext is Everybody Wants Rick To Love Them.
The problem, as we’ll eventually see, is that Rick does not love himself.
Ugarte goes all out with a naked plea for Rick’s admiration. Rick, as grant-
er, gets tough with him, invoking the fate of the murdered couriers. The beat
resolves in a densely layered fashion. Bogart plays as if Rick is a little more
impressed by Ugarte, now that he has shown himself to be capable of mur-
der. At the same time, his delivery includes a cynical undertone that makes
it clear Rick still holds the power of judgment over Ugarte. He is simultane-
ously granting and withholding. At any rate, as figure of judgment, he retains
the emotional power and scores an up arrow.
21. Ferrari wants to buy Rick’s place, hire away Sam, and/or
recruit Rick’s partnership in black market activities.
21 Ferrari is the petitioner, employing a cheery cynicism: “iso-
Ferrari Wants lation is no longer a practical policy.” He references the
Bar, Sam, and
Partnership film’s core theme, the choice between self-interest and al-
truism, but in an inverted manner. Ferrari’s using the rheto-
ric of engagement to argue for greed. His objective is asymmetrical: he offers
cash, an external, practical good, hoping Rick will give him his freedom and
loyalty, which are internal values. As the dialogue suggests, he buys and sells
people, the main commodity of Casablanca. Where Ugarte bids for Rick’s
admiration with a show of his ability, Ferrari wants to purchase it. Rick, the
granter, responds with blunt refusal. Ferrari is not yet satisfied, so the ex-
change continues to a new beat featuring a new participant.
23. Sascha the bartender plies Yvonne with Rick’s special stock;
she rebuffs him.
23 Sascha is the petitioner, seeking sex from Yvonne. His tac-
Yvonne Rebuffs tic is to display his status, which is a reflection of Rick’s.
Bartender
Yvonne, the granter, wants nothing from him. She easily bats
him away, looking at Rick as she does it. As we’ll see in the
next beat, Yvonne wants the real Rick, not a substitute. Once we understand
the situation, we retroactively register this as a proxy victory for Rick. Even
though he’s only present by invocation, he’s the one who holds the power in
this scene.
24. Yvonne gets possessive, asking Rick where he’s been and
whether she’ll see him.
24 Yvonne is the petitioner, projecting hurt. Rick, the granter,
Yvonne Gets adopts a coldly withholding stance: “I never make plans that
Clingy
far in advance.”
Casablanca | 138
This is a victory for Rick, but an ambiguous one. We might not admire
the desperately clingy Yvonne, but aren’t so happy to see her bested as we
were the variously sleazy Ugarte and Ferrari.
Not only does Rick mostly act as granter during this early sequence, but
he tends to use variations of the same tactic, remaining aloof and withhold-
ing. Ordinarily you’d want more variation from our protagonist but here the
unity of his position and tactics is central to the story. Our initial sequence
with Rick establishes the status quo for him, and makes us admire him for the
power he’s found in it. Gradually the film strips that away from us, eventually
revealing his stance as wounded and self-destructive. By the end, we root for
him to abandon it. This becomes his dramatic goal for the entire piece.
Rick concludes the beat by having Sascha take Yvonne home, but not
before deep-sixing the bartender’s designs on her. Thus he establishes domi-
nance over Sascha, too. (This brief moment is too brief and tossed-off to war-
rant its own position on the narrative map. It really functions as a capper to
his proxy defeat of Sascha in beat 23.)
26. Rick reassures his casino manager, who apologizes for a loss
at the gaming tables.
26 The manager petitions, with apologetic submission.
Rick Reassures Rick magnanimously gives him what he seeks, which is
Casino Manager
reassurance.
This beat shows that a granting character can win a dra-
matic exchange even if he accedes to the petition, provided he retains emo-
tional dominance. It is not what is asked for that defines victory, but who is
more powerful at the end of the transaction.
A game system emulating the structure of dramatic exchanges would have
Casablanca | 139
27. Renault warns him he’s about to make an arrest, and not
to interfere.
27 Thematically, this beat crystallizes Rick’s self-interested,
Renault Warns neutralist stance: “I stick my neck out for nobody.” In case
Rick of Coming
Arrest anyone fails to see the broader political metaphor, Renault
wittily describes this as “a wise foreign policy.”
The exchange is procedural: in beat 25, petitioner Louis wanted to deepen
his friendship with Rick. Here he wants to nail down a practical matter. His
tactic is a genteel proffering of respect. Rick, the granter, accedes, responding
with reassurance.
The beat serves as a question; we wonder who’s about to be arrested. The
development is lateral. We’re not worried for Rick. It isn’t a dramatic defeat,
as Renault’s negotiating tactic is carefully calibrated not to encroach upon
Rick’s emotional power or control over his domain.
32. Ugarte is arrested, makes a break for it, and fires on the
cops.
32 In this suspense beat, we fear not for our hero but for a ter-
Ugarte Arrested; tiary character. Still, fear is fear, striking a procedural down
Runs For It
note. The beat also serves as the reveal for the question
posed in beat 27.
Dramatic Foils
Foil characters in drama can admire the hero and establish his or
her dominance, as they do in the procedural. We find this in Casa-
blanca with the admiring, supportive sidekicks Sam and Carl. Even
Sam and Carl are opposing figures, as Sam counsels for evasion of
trouble while Carl sticks his neck out for others as a member of the
underground.
In drama, foils go beyond establishment of dominance to act as
thematic counterparts to the hero. They highlight the choices made
by the protagonist by making, or at least espousing, contrary ac-
tions or philosophies.
A foil embodying a better path than the hero is presently taking
might be described as angelic. That role is taken in Casablanca by
Victor Laszlo, who has what Rick wants and acts heroically, the way
Rick used to.
Demonic foils tempt the hero or espouse the choices we don’t
want him to make. Renault acts as an intriguingly contradictory foil.
He speaks up enthusiastically for cynicism, but in the end seems to
have been testing Rick, hoping he was ready to make a leap he was
preparing himself. Ferrari is a more straightforward demonic foil,
even if he confuses the issue by cloaking his pursuit of self-interest
in the rhetoric of internationalism.
Angelic and demonic foils may appear in procedurals, often as
a mentor and antagonist respectively. Obi Wan Kenobi and Darth
Vader fill these roles in the original Star Wars.
GMs and players can collaborate to highlight PC dramatic arcs
by creating foils that throw them into contrast. Player characters
might serve as one another’s dramatic foils, but this requires a dual
focus that may be hard to pull off. Typically a player has a tough
enough challenge maintaining his own arc without worrying about
how to consistently serve another character’s arc.
Casablanca | 143
38. Enter Victor and Ilsa; Sam and Ilsa are apprehensive.
We don’t know the cause of the shared distress but can tell
38 that something’s wrong. This dramatic down beat begins the
Victor and Ilsa film’s second act, where we’ll explore the downside of the
Enter; Sam
Apprhensive sardonic detachment that buoyed Rick, and us, for most of
the first.
42. Ilsa inquires about Sam and Rick; Renault confesses that if
he were a woman, he’d be in love with Rick.
42 This beat introduces a question; we want to know why she
Ilsa Asks cares. Like any question, it points the arrow down. (The re-
Renault About
Sam and Rick veal that resolves the question is so slowly doled out that it
can’t be pinned down to a single beat.)
We’ve already seen Renault, like everyone this side of Major Strasser, seek
Rick’s approval, so his effusion isn’t much of a reveal.
Casablanca | 144
48. Victor learns that Ugarte has been arrested, and that
there’s a meeting of the resistance coming up.
48 This pipe fills Laszlo in on what we already know, and es-
Berger Briefs tablishes the upcoming meeting. Although conducted un-
Laszlo
der tense circumstances it leaves his situation unchanged,
for a lateral procedural arrow.
We see more inconclusive procedural beats here than in either Hamlet or
Dr. No. The suspense angle of the story is a sideshow, and as such doesn’t have
to constantly modulate our emotional responses.
49. Renault, who seems all too familiar with Berger, breaks up
his talk with Laszlo. He orders champagne and settles in for a
49 tête-à-tête..
Renault Settles In this twosome, Renault seems to be the cat to Laszlo’s
In for Tête-à-tête
mouse, leaving us worried for him. We don’t know anything
emotional Louis might want from the resistance leader, so
our downbeat is procedural.
50. Ilsa approaches Sam, asking him to play the old songs.
Ilsa is still seeking reassurance and something that might be
50 forgiveness from Sam. She’s the petitioner; she seeks it by
Ilsa Asks Sam presenting a wounded dignity. As granter, Sam uses polite
for Old Songs
detachment in an attempt to deny her. He gives in.
Without enough information to go on, our sympathies
are unclear. Ilsa gains the emotional power, but we’re not sure if this is a good
or bad thing. Sam’s response to her indicates that she’s bad news for our hero,
so we score this with a downward dramatic arrow.
51. She quizzes him on Rick’s current status; Sam lies poorly
and gives her unpromising news.
51 Both participants are petitioning here. Ilsa wants informa-
Play “As Time tion on Rick. Sam wants to discourage her. His tactic is to
Goes By”
show concern for Rick: “You’re bad luck to him.” She re-
Casablanca | 146
52. Rick appears and sees Ilsa; they exchange tortured glances.
With both our preexisting and our new identification fig-
52 ures in obvious distress, this can only be a dramatic down
Rick Sees Ilsa beat. Neither has time to engage in a full dramatic exchange,
however, as…
At any rate, we have now reached the 54th beat of the film, and have
passed the thirty minute mark, before the hero’s emotional goal has become
apparent. Rick Blaine’s struggle is to overcome his grief at the loss of his re-
lationship with Ilsa. It will not become fully clear that this is his goal until
the moment that he achieves it, and explains his success to Ilsa in his famous
monologue at the end of the film, beat 159.
Dramatic Arcs
Dramatic protagonists are encountered in a state of crisis or incom-
pletion, often expressible as a conflict between contradictory inner
impulses. Through the action of the narrative, they either:
55. A departing Ilsa tells Rick, in code, that she still loves
him.
55 When Renault breaks up the conversation, Ilsa switches to a
Ilsa’s Coded new objective. She tells Rick, “There’s still no one who plays
Confession
of Love ‘As Time Goes By’ like Sam,” but Bergman plays the line
as if she’s telling Rick she still loves him. Rick rebuffs her:
“He hasn’t played it in a long time.” Ilsa’s face falls, showing the sting of the
rejection.
By refusing her proffer of love, Rick wins the exchange and retains the
emotional power in the scene. However, our identification is now split and
our hopes confused. We find ourselves sympathizing with Ilsa as well, and
feel hurt on her behalf. We’re not necessarily sure at this point that we want
the lovers to reconcile, but the combination of hurt and confusion tips the
dramatic arrow downward.
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56. With Ilsa out of sight, a shaken Rick slumps back into the
nearest chair.
56 The last positive element of the previous beat—Rick’s reten-
Shaken Rick tion of emotional power—is reversed, as we see that he was
Slumps Into
Chair putting up a front. The arrow dips again.
57. Laszlo asks Ilsa about Rick; she gives him a noncommittal
answer.
57 As a matter of pipe, we learn that Laszlo is unaware of the
Ilsa Deceives obvious prior relationship between Rick and Ilsa. Given
Laszlo About
Past With Rick the blazingly clear subtext of the previous scene, we assume
that, for all of his heroism, he isn’t particularly attuned to his
wife’s emotional state. He readily accepts her none-too-smooth denial. The
success of her lie gives her the emotional power: she has the upper hand over
him because she knows more about the situation than he does. Our sympathy
rests more with her than with him, so this beat registers as an up arrow.
Later we’ll learn that Laszlo is not quite as clued-out as he appears, and
that he’s granting her the victory by not letting on, but that doesn’t change
our response to the seeming action in this beat.
59. A wary Sam urges Rick, tortured and hitting the bottle, to
go to bed.
59 Sam is the petitioner; his tactic is to express hesitant concern.
Sam Urges Rick Rick, the granter, rebuffs him with an angry response. He forces
to Go to Bed
Sam to abandon his present tactic but, by giving in to anger,
sacrifices his emotional power. The arrow goes down.
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61. Rick pounds the table and laments Ilsa’s appearance at his
place.
61 In a soliloquy of despair not unlike Hamlet’s “to be or not to
“Of All the Gin be” beat, Rick delivers the classic “Of all the gin joints in all
Joints… She
Walks Into Mine” the towns in all the world, she walks into mine” speech.
This down beat presents the hero’s dramatic goal by
showing the condition he’s in without having achieved it. Unless he over-
comes his sense of longing and betrayal, he’ll be mired in this aching state of
self-pity.
62. Rick demands that Sam play “As Time Goes By.”
Rick decides to increase the degree of his self-laceration from
62 the previous beat. In a rare reversal, he assumes the role of
Rick Demands petitioner; he resorts to angry barking to get what he wants.
“As Time
Goes By” Sam adopts a pose of hapless inability, but Rick steamrolls
him just as Ilsa did in beat 50. Even in his suffering, Rick has
regained a measure of dominance—if only over a concerned and compliant
friend—but it’s enough to register an up arrow.
67. Rick obliquely asks why there isn’t another man in her life.
She says that there was, but that he’s dead.
67 This unusual beat is both reveal and question at once. It
The Other provides a partial answer to the question posed by Ilsa’s ap-
Man is Dead
pearance with Laszlo in tow, yet increases our desire to know
the full story. Crossed dramatic arrows indicate its effect as
it suspends us between satisfaction and curiosity.
69. Ilsa reminds Rick that he’s on the German blacklist, and
will be in trouble if he’s still present when they reach Paris.
69 Although the beat is about a practical problem and threat-
Rick is On the ens jeopardy for Rick, it occurs in flashback, and we assume
German Blacklist
that he got out safely. It therefore registers more as a reveal
than as a suspense beat. We’re assured that Rick comes out
safely but suffers a devastating emotional blow. This reveal takes us closer to a
feared yet certain outcome, marked by a dramatic down arrow.
73. Amid the sound of approaching artillery, Rick and Ilsa ex-
change tentative details of their past.
73 Just as we expect to see them torn apart, they come closer
R. & I. Exchange together. Rick initiates the exchange, to take their minds of
Details of
Their Pasts the lousy timing of falling in love on the eve of an invasion.
This time Ilsa grants his petition. Fortunately for Rick, his
question—about where they were ten years ago—stretches back in time far
enough to leave her marriage to Laszlo out of the picture. Both participants
gain emotional power from the exchange, giving us a much-needed up note
after five consecutive down arrows.
74. Rick makes plans to meet up the next day for their flight
from Paris; Ilsa changes proposed meeting place from her hotel
74 to the train station.
Plans to Our foreknowledge that this is their last meeting, coupled
Flee Paris
with her evasiveness about her hotel, remind us that the mo-
ment of intimacy we just experienced will come to nothing.
The arrow noses down. Though the text concerns Rick’s practical plans to
escape, it’s the subtext of Ilsa’s evasion that matters here, keeping this beat
within the dramatic realm.
76. Rick asks her why she seems strangely upset; she declares her
love for him, then obliquely alludes to the obligations prevent-
76 ing her from being with him.
Ilsa Revealingly As if anticipating the desires of the audience, Rick finally
Conceals Cause
of Her Distress spots her disquiet and attempts to bring it to light. There’s
a new objective—he wants to know what’s up, and she
wants to conceal it—allowing the tactics to remain the same. He’s loving and
straightforward. She’s evasive without really lying to him, and tells him the
truth in a way that prevents him from grasping it. Rick has lost emotional
power, and we’re headed to our feared and inevitable emotional outcome,
Casablanca | 154
78. Rick waits for her at the rain-drenched station; Sam brings
the note ending their affair.
78 This is the horrible moment we’ve known would come since
Rick Receives this flashback sequence began, back at beat 64. Although it
Ilsa’s Note at
the Station retains the internal contradictions of the previous beats—
the note tells Rick that she loves him even though they can
never see each other again—the final effect takes us a point we dreaded reach-
ing. The arrow moves downward.
The beat serves as a key dramatic moment while intensifying our central
unanswered question.: Ilsa’s letter alludes to her circumstances without ex-
plaining them.
81. Ilsa describes her past with Laszlo as a sort of fairy tale.
Having failed in the previous beat, Ilsa keeps the exchange
81 alive by switching tactics. She depersonalizes her story by
She Tells It in casting it in the second person. In doing so, she supplies
Fairy Tale Form
the reveal we’ve been waiting for ever since beat 54. Ilsa de-
scribes her relationship to Laszlo as one of mentor and pro-
tégé. She explains that she mistook her worship for him as romantic love.
Rick’s counter contemptuously parodies her storytelling conceit, but he
abandons this tactic, hanging his head midway through. He has shut her out
again, repeating the crossed resolution of the previous beat.
82. Rick asks if there were other lovers in between Laszlo and
him.
82 Rick has now become petitioner; he seeks to hurt her, fling-
Rick Flings ing out nasty insinuations. She doesn’t defend herself, and
Out a Hurtful
Insinuation leaves the table. Again he’s maintained the power in the
scene in pursuit of a goal we don’t want him to win, for a
third consecutive crossed outcome.
ten the danger posed by Strasser, and here it is again. This is a lightly sounded
beat, and hence a tough call. Let’s score it as a down beat, on the grounds that the
reintroduction of the principal antagonist augurs ill for somebody.
This beat also supplies a piece of pipe: prefiguring Renault’s later loyalty
shift. He amusingly tweaks Strasser by revealing that he was with the Ameri-
cans when they took Berlin in 1918.
90. Ferrari is seen consoling Annina and Jan, the so-far un-
named émigré couple last seen in beat 7. “Perhaps you can
90 come to terms with Captain Renault,” he suggests.
Ferrari Doing This tossed-off beat lays pipe which will pay off in beat 109.
Business With
Émigré Couple We barely process it, much less form a hope/fear reaction
to it, so this too leads out on a lateral free-floating arrow.
93. Rick, leaving the Blue Parrot to head toward Ilsa, who he
has seen in the bazaar, passes Laszlo, headed in. He startles
93 Laszlo by correctly presuming that he’s looking for Ferrari.
Rick Knows In this quick scene, Rick gains emotional power over his ri-
Laszlo’s Looking
for Ferrari val for Ilsa’s affections by demonstrating his deductive wit.
The arrow points up.
94. Rick and Ilsa reverse roles as he seeks forgiveness for his be-
havior the previous night.
94 He’s the petitioner, excusing himself in formal language and
Rick Apologizes; alluding to his drunkenness. She rejects his entreaties by di-
Ilsa Diminishes
minishing the stakes of the interaction: “It doesn’t matter,”
she says. Ilsa takes the emotional power as the scene with-
holds our hoped-for reconciliation. The dramatic arrow points down.
This sequence plays out in counterpoint to the haggling shtick of a comi-
cally unscrupulous bazaar vendor, which supplies some contrapuntal gratifi-
cation. A free-floating arrow crosses the dramatic arrow.
95. Rick asks her to provide the explanation she wanted to give
him last night. She declines.
95 Rick switches to a new goal, getting information from her.
Rick Wants the He adopts the tactic of aiming his cutting wit at himself. She
Explanation;
She Declines gently plunges the knife in, saying that she could have ex-
plained to the Rick she knew in Paris, but not the man he’s
become. Instead, she proposes to drop the whole matter, so they’ll remember
their time in Paris and not their meeting in Casablanca.
The scene’s objective and tactic have changed, but the outcome remains
the same: she holds the power, and takes us further from our hopes.
96. Rick guesses that she left him because she feared a life of
flight and argues that he’s settled and well-established now.
96 Ilsa declines to correct him.
Rick Asks If She Rick lovesickness has taken the edge off his cleverness. We
Ran Out to Avoid
Life of Flight know that she’s opted for a life of flight and risk by being
with Laszlo. Our cool and dominant identification figure is
making an obvious blunder. By telling him that he’s free to believe this, Ilsa
pulls back even further from him. Though hurt and unwilling to defend her-
self, she’s still a refusing granter. The downward emotional trajectory contin-
ues, with the party keeping them apart holding the emotional power.
Casablanca | 159
97. He invites her to come see him, confident that she’ll lie to
Laszlo to do it. She reveals that he’s her husband, and was even
97 when they knew each other in Paris.
Ilsa: Laszlo Is Losing the emotional power struggle, Rick ups the ante by
and Was My
Husband challenging her. He forces her to drop her bombshell, by fi-
nally and harshly revealing the true status of her relation-
ship to Laszlo. She emerges victorious and our hopes recede even further, for
another down arrow.
See how these four consecutive dramatic down beats are cushioned by
their context in the story. Rick gets a couple of minor up beats before heading
into this second devastating sequence with Ilsa. Comic relief is interwoven
into beat 94, for additional emotional variation.
99. Laszlo suggests that Ilsa go without her; she declines, citing
his prior refusals to go ahead when she was the one who was
99 trapped.
Ilsa Turns Down Laszlo is the petitioner, Ilsa the granter. He uses rational ar-
Chance to Go
Without Laszlo gument; she easily overcomes him with emotional logic. The
moment is an ambiguous one on the hope/fear axis. We are
touched by the warmth of their relationship, and to see them brought closer
together at the end of the exchange. On the other hand, we see that their
love is based on loyalty and shared adversity and not so much on romantic
passion. The greater the bond between these two, the less chance we have of
seeing our hope, the union of Rick and Ilsa, come to pass. A crossed dramatic
arrow marks these contradictions.
100. Ferrari tells them that Rick probably has the letters of
transit.
100 This pipe beat gives Ilsa a reason to talk to Rick again after
Ferrari Tells conclusively breaking with him just a few beats ago. As such,
Them Rick Has
the Letters it renews our hope of their getting together, and points the
dramatic arrow up.
Casablanca | 160
103. Rick and Renault trade verbal volleys over the letters of
transit.
103 In a series of quick lobs back and forth:
Rick and Renault Rick complains about the trashing Renault’s men gave
in a Duel of Wits
his bar.
Renault deflects with a quip at the expense of the Ger-
mans, then presses the question of transit papers.
Rick asks him where his loyalties lie.
Renault surrenders.
You could break this down into a couple of mini-beats, but ultimately it’s
a duel of wits to establish dominance, with Rick winning by playing a reliable
trump card. He winds up with the emotional power, for a dramatic up beat.
108. Carl brings out the good brandy for an elderly German
couple who have finally gained permission to emigrate to
108 America.
Good Brandy This moment of warmth and humor serves as gratification
for Departing
Refugees and commentary. In the latter role, it serves a social purpose
outside the film, encouraging the American audience of the
time to proudly accept their role as protectors of foreign refugees. This was
not an uncontroversial point to make at the time, especially given the un-
spoken implication that these particular émigrés are Jews. Thematically the
beat contrasts with Rick and Renault’s recent declarations of neutrality. It
encourages the audience to come down on the side of engagement. Although
it might seem detached from the narrative, this thematic connection ties into
the drama, as we’re about to see in the next beat. Its arrow is not free-floating
but dramatic.
she did a bad thing… could you ever forgive her?” Unlike Carl before him, it
seems like he’s sticking to his neutralist stance: “Everyone in Casablanca has
problems.” He wishes her luck and bolts from the table.
Annina is the petitioner, with distraught sincerity as her manner of ap-
proach. Rick denies her the assurance she seeks with detached withdrawal.
However, since she’s struck a nerve and reminded him of his own pain, it’s a
lose-lose dramatic exchange. The arrow points down.
110. Rick greets Ilsa and Victor as they enter, needling her with
references to Sam’s playing “As Time Goes By.”
110 This beat shows that the relationship between them has re-
Rick Greets Ilsa turned to unhappy form, with Rick, the petitioner, trying
With Needling
Remarks to hurt her and her, the granter, curtly parrying his gibes.
Neither emerges a clear winner, and we are moved toward
our fear that they will never reconcile. The arrow dips further.
of the Annina subplot has introduced a new element to our hope/fear axis.
Where before we were hoping for him to unite with Ilsa, or at least recover
from the pain of losing her, now we’re hoping for him to recommit to the
world around him. These two strands dovetail symbolically here and will
dovetail literally at the film’s climax.
114. Sascha and Carl reward him with, respectively, overly ef-
fusive and quietly understanding gratitude.
114 In case we hadn’t noticed this new element of our hope/
Rick Praised by fear axis, we get an immediately subsequent hit of positive
Carl and Sascha
reinforcement from two of our chorus characters. Another
dramatic up arrow.
117. Laszlo offers money for the letters. Rick refuses, telling
him that his wife can explain.
117 Victor switches from an emotional to a practical argument;
Laszlo Offers Rick completes the reversal by pressing Laszlo’s buttons in-
Money; Rick:
“Ask Your Wife” stead. Rick has regained the emotional power, but in a way
that makes him a heel. His jab at Laszlo lowers our hopes
both for his reconciliation with Ilsa and for his re-enagement with the world.
A down arrow marks this self-defeating victory. (We may feel some degree of
satisfaction to see Laszlo punished for his ignorant presumption, but it’s not
the beat’s dominant note.)
120. Laszlo tells the band to play the French anthem, “La
Marseillaise.”
120 Now Laszlo heightens the challenge, taking action as we
Laszlo Requests would expect him to do. We’re happy that someone’s stand-
Marseillaise
ing up to the Nazis, even if it’s the expected party, and score
this with an up arrow.
126. When Rick protests the closure, Renault voices his shock
to discover gambling, then collects his winnings.
126 This classic moment of comic relief serves as gratification,
Renault and a lighter up beat, after the stirring emotions of the previ-
Shocked!
Gambling! ous sequence. It also hints that maybe the loss of the bar isn’t
Casablanca | 166
130. Carl tells Rick that he can stay afloat for a couple of
weeks.
130 This piece of pipe lets us know that the situation with the
The Bar is Ok bar closing represents a setback but is not our main concern.
For a Couple
of Weeks As previously noted, we’re not watching a movie about a
man struggling to run a successful nightclub in Casablanca.
The relaxation of concern over this practical matter warrants a procedural up
arrow.
131. A desperate Ilsa asks Rick for the transit papers; he rebuffs
her with his usual cruel disdain.
131 Ilsa, imploring petitioner, directly evokes Rick’s central in-
Ilsa Asks Rick ternal conflict, asking him to put aside the personal in fa-
For the Letters
vor of something greater. In harshly rejecting her, he’s now
acting against both of our paradoxical hopes for him. He’s
neither getting closer to her, or moving from disengagement to engagement.
The arrow points down.
136. She breaks down; he melts, they embrace and kiss. Fade to
black.
136 Intensified anguish turns suddenly into hope as our sepa-
Ilsa Breaks rated lovers finally reunite—an up arrow.
Down; Rick
Embraces Her
138. Rick asks what happens now; she’s torn but says she won’t
have the strength to leave him again.
138 We seem to be getting what we want here, as our lovers seem
Rick and Ilsa to have a future together. The beat resolves on an up arrow.
Talk of a Future
Together
Casablanca | 169
139. She asks him to help Victor; he realizes that Laszlo will
have everything he needs to keep up the struggle—except for
139 her.
Rick Sees Cost Having achieved his apparent goal—reuniting with Ilsa—
of Separating
Ilsa and Laszlo Rick undergoes a shift in understanding. Now he’s the one
to see the conflict between engagement and self-interest.
Our contradictory hopes rise to the surface again, bringing back the crossed
dramatic arrows.
Ilsa tells him, “You have to think for both of us. For all of us.” Which is
another way of saying, “As protagonist, the outcome of the narrative revolves
around your choices.”
141. Carl brings Laszlo into the bar. Rick and Ilsa hear some-
one downstairs.
141 A new fear arises—that Victor’s presence will shatter the
Carl Brings new-found reconciliation between Rick and Ilsa. The dra-
Laszlo Into
the Bar matic arrow turns down.
toward one of our hopes—that Rick will re-engage with the world. The arrow
moves up.
144. Laszlo reveals that he knows about Rick’s love for Ilsa. He
asks Rick to get her, if not him, away from Casablanca.
144 Victor toughens our choice between our two paradoxical
Laszlo Knows, hopes by declaring his love for Ilsa. This reminder that we
Asks Rick to
Get Ilsa Out can’t have it both ways pulls the arrow down.
146. “It seems like destiny has taken a hand,” says an sphinx-
like Rick.
146 We’re left to wonder what Rick is thinking, but his expres-
“Destiny Has sion suggests a look of unseemly triumph. It makes us fear
Taken a Hand”
that he’s about to act the heel, cheaply achieving one of our
hopes (being with Ilsa) at the expense of the other (that he
embrace altruism). Not knowing our hero’s intentions at this crucial juncture
counts as a question and is enough to point the arrow down. The chance that
he’s about to do something terrible makes it all the more certain.
148. Rick admits he has the transit papers but insists that he’s
planning to use them to escape with Ilsa.
148 If we didn’t suspect that Rick is attempting to pull one over
Rick Claims to on Renault, Renault certainly does. By claiming unconvinc-
be Escaping
with Ilsa ingly to be doing the wrong thing, we figure he’s doing the
right thing, and start to root for him. The dramatic arrow
goes up.
154. But wait—Renault’s face falls as he sees that Rick has him
at gunpoint.
154 The dramatic arrow reverses as our hopes are realized. It’s
Renault not our paragon of altruism who Rick is deceiving but our
Shocked: Rick
Has Gun on Him ambassador for self-interest.
159. Rick explains to Ilsa that they have to part, for the greater
good.
159 In one of cinema’s most famous pieces of dialogue, Rick lays
Rick Explains out the conclusive argument for altruism over selfishness,
to Ilsa: They
Must Part revealing the completion of his character arc. We thought
we wanted him to get Ilsa back, but now the real goal stands
revealed—to recover from the shock of losing her. He even casts their parting
as an act of love, granting us a partial fulfillment of our other dramatic desire.
Still, it’s a bittersweet moment, merging sadness and triumph, and registers as
a crossed dramatic arrow.
170. Renault tells them that Major Strasser has been shot.
With his expert control of pacing, Curtiz teases out the sus-
170 pense, for another procedural down arrow.
“Major Strasser
Has Been Shot”
Summing Up
Like our beat maps for Hamlet and Dr. No, Casablanca modulates con-
tinually while also moving slowly downward over time. Like Hamlet, it avoids
clusters of beats that resolve in the same direction. It longest streak is five
consecutive down arrows. Notably, they occur as prelude to the longed-for
reunion of Rick and Ilsa in beat 136.
The film’s hope/fear high point occurs early, at beat 30, in the first of the
Rick-Louis verbal duels pitting altruism against cynicism. The narrative line
slides downward from there to beat 99 (Ferrari with Jan and Annina), enters
a plateau until beat 110, undergoes an up-and-down curve with Renault’s
shock at gambling in the casino as a high point and Ilsa’s pulling a gun on
Rick as its low point. The rest of the film modulates tightly, maintaining a
more or less straight line, until its conclusion. The lowest point occurs during
the climax, at beat 170, with Renault’s “Major Strasser has been shot.”
Revolving around the protagonist’s internal struggle, in which he fre-
quently acts against our hopes for him, Casablanca features many more am-
biguous beats than either Dr. No or Hamlet. It presents twenty-two of them,
as opposed to their seven crossed beats apiece.
Applying the System | 178
In the first instance, you’ve got a dramatic beat; in the second, a procedural
beat.
Whether it conforms to one of these types or not, go through the list of
secondary beat types to see if it matches any of them.
If it concerns a piece of information, it’s either a question, a reveal, or
a pipe beat. Questions make you want to know more. Reveals satisfy a pre-
viously established mystery. Pipe gives you information you need later on,
without creating a hunger for it first.
If the beat promises a gratifying result later on, it’s an anticipation.
If it hasn’t done any of these things, including furthering a dramatic or
procedural plot or sub-plot, but it nonetheless changes the emotional tem-
perature, it’s a gratification if it makes you feel good, or a bringdown if it
makes you feel bad.
If you’ve gone through the whole list and still not identified it, it’s prob-
ably an instance of commentary. In a well-constructed work, the author’s edi-
torializing at least sheds some light on the theme. Even Shakespeare’s know-
ing breaks to complain about child acting companies and actors who ignore
the intent of the text also relate to the play’s theme of the confusion between
reality and outward appearance.
If your beat fits none of these purposes, it’s probably still a gratification
or bringdown. But let us know—maybe you’ve discovered a new type that
requires an addition to the system.
Beat analysis can be time-consuming, so if pressed for time you might
prefer to select a favorite sequence and break it down first. If you find this
process informative, you can then go back and break down the entire piece at
your leisure.
Once you’ve done this a time or two, you’ll start to notice the types and
resolutions at work in other media. With prolonged thought, the system’s
categories will slosh around in your consciousness until you find yourself
ready to apply it to your own storymaking.
One worry surrounding any analysis of story technique is that you might
not be able to turn it off on command. No one wants to be distracted by
Applying the System | 180
seeing the gears and pulleys at work when sitting down in front of a movie
or cracking open a book by a favorite author. While it’s possible that your
prefrontal cortex might be so overactive that any whiff of critical analysis for-
ever damages your ability to consume entertainment, this is not a likely fear
for most. Compelling narratives pull you out of your conscious thought, and
require effort to analyze. You may, however, find yourself thinking about the
building blocks of a story after it has already bored you and allowed your
mind to wander. You may notice that the pipe doesn’t pay off or is too obvi-
ously laid. Or that the rhythmic variance typical of an involving story isn’t
quite present. Or that the creator has failed to devise situations that activate
your hopes or fears.
Scenario Beats
When creating a scenario, use beat analysis to create a hypothetical map of
its essential turning points. You can likewise use it to better prepare a sce-
nario written by someone else. Be careful that this process doesn’t lock you
into a single conception of what might happen when the players get involved
Applying the System | 181
and set to work determining the direction of the story. You’re not mapping
what must happen, but one or more of the likeliest outcomes. To ensure the
possibility of meaningful branching, you might want to create a non-linear
arrangement of possible scenes, and allow events as they occur in-game to
connect the dots between them. Resolutions don’t appear on this sort of pro-
visional map, as you can’t predict which obstacles the PCs will overcome and
which will set them back.
You can, however, plan for a variety of beat types. By thinking about
information as separate question and reveal beats, you can unveil it to your
players in a way that maximizes their impact. You might look for ways to fold
pipe into other beats, to avoid telegraphing its significance. Look for ways to
build the players’ sense of dominance and competence by finding anticipa-
tions allowing them to savor in advance the occasional easy victory.
If you spot a comparatively large number of the non-central gratifica-
tion, bringdown, and commentary beats on your preliminary breakdown, cut
them or find ways to fold them into your procedural or dramatic storylines.
For example, your adventure notes may consist of reams of detail on a cool
place, culture or historical event. Matching these elements up with beat types
helps you to turn them from passive narration into active events the players
can shape through their decisions and die rolls.
Session Beats
Tracking actual events in your game sessions will help to sharpen your game’s
pacing and vary its emotional rhythm. During play, jot down major beats,
indicating their emotional impact with up or down arrows. Player disen-
gagement may be explained by too many up arrows or, more likely, too many
down arrows in a row. Even on your rough sheet, you’ll be able to spot this.
Equipped with the sense of narrative rhythm you’ve internalized from study-
ing other works, you can then throw in new moments of gratification, domi-
nance and victory as needed. In the unlikely event you’re making matters too
easy for the heroes, foreshadow danger, increase difficulties, and pump up the
capabilities of the opposition.
Players may add down arrows of their own, even to a carefully balanced
set of scenario beats. In many groups, conflict between player characters typi-
cally registers as a procedural and/or dramatic down note. When these start
to cluster together, you may need to compensate, getting the up arrows roll-
ing again. This might entail acting as a mediator to help reach a decision, or
removing the point they’re stuck on with a sudden change of situation.
Applying the System | 182
In games built around inter-PC dramatic conflict, you can use your map
to identify the evolving nature of their disputes. By isolating the beats, you
can tailor upcoming events under your control so that they reflect and inten-
sify the beats your players are laying down for you.
Post-session, you may learn more to enhance your game by formally map-
ping out your jotted-down beat descriptors and resolutions. You might find
that you’re missing your reveals, that players aren’t picking up on questions, or
that the players keep constructing unexpected impediments for themselves.
You might also expand your map’s purpose beyond straight beat analysis
to identify other stumbling blocks. For example, you might find it useful to
add symbols representing each of your players to the major beats. From this
you might discover that certain players are dominating the plot while oth-
ers languish on the periphery. Assuming that players haven’t sidelined them-
selves on purpose because they prefer a supporting role, you can use this as a
hint that you need to engage them more, while making an effort to curb your
resident spotlight hogs.
If you find yourself layering multiple orders of information into your ses-
sion beat maps, you may find it useful to use a graphics package that enables
layers, which can be switched on and off. Beat types may appear on one layer,
player icons on another. The rough versions of the diagrams for this book
were created on Profantasy’s Campaign Cartographer. It handles the task
splendidly, even if it’s like using chess-playing supercomputer Deep Blue to
calculate a restaurant tip.
on and clarify what everyone wants. Identify the other PCs’ objec-
tives and think of ways to realize them while also securing the con-
cessions you seek. Grant strategic concessions to others to move
past the logjam and back onto a cooperative footing.
Some of the most useful work in building for engaging narrative
rhythms occurs before you start play, during character generation.
Build in an engaging inner conflict giving the GM grist for drama.
Create a supporting cast around your PC, which you can draw on
when you need to reestablish sympathy or dominance.
In a heroic campaign, envision yourself as an iconic character.
Venture boldly into situations with a Bondian suavity, confident that
the GM’s universe will conspire with you to present you with solv-
able problems.
The beat icons and arrows used in Hamlet’s Hit Points are available for use un-
der a Creative Commons license. Visit gameplaywright.net/hamlets-hit-points
to download them.
Writer and game designer Robin D. Laws is the
eponymous force behind Robin’s Laws Of Good
Game Mastering, acclaimed as a seminal work on the
running of tabletop roleplaying games. His practical
design contributions to the field appear in such games
as Feng Shui, The Dying Earth Roleplaying Game,
HeroQuest, The Esoterrorists, and Skulduggery. D&D
players know his work on various supplements,
including sections of the Dungeon Master’s Guide 2
for both the third and fourth editions of that game. His fiction chops can be
seen in his six novels and various serials and short stories. The analysis found
in Hamlet’s Hit Points first surfaced in his blog, a cavalcade of hobby games,
film, culture, narrative structure, and gun-toting avians.
Things We Think
About Games
“It is rare that I actually shout ‘Yes, goddamn it!’ when reading a book.”
— Richard Dansky, manager of design at Red Storm Entertainment
the bones:
us and our dice
“A book of gamer joy.”
— Ryan Macklin, lead project developer, The Dresden Files Roleplaying Game