One of the most beautiful things about TTRPGs as a medium is how they proudly wear their influences on their sleeve. Indie TTRPG designers are no exception, proudly drawing inspiration from many other artists and mediums, from universally known pop culture to overlooked niche artists. Calder’s Circus (I Think Best In Wire) is a fantastic example of this, turning Alexander Calder’s legendary Cirque Calder into an excellent TTRPG about the Circus and the nature of crafting.
Alexander Calder was an American artist best known for his unique and wildly creative sculptures, specifically his kinetic mobiles. However, one of his most famous works is Cirque Calder, a series of small wire sculptures that recreated classic circus acts of the time. However, Calder didn’t merely display these pieces. Instead, Cirque Calder was a performance where Calder improvised narratives around the pieces and acted out the various acts. As this happened, the observers were encouraged to act like a traditional circus audience, with Calder even handing out noisemakers and peanuts to enhance the atmosphere.
Crafting Meeting Improv
Calder’s Circus (I Think Best In Wire) uses a TTRPG structure to help players recreate these performances. At the start of the game, each player gets assigned a circus act to create by either choosing one that catches their attention or by rolling on a random table. Once every player has an act, they get 20 minutes to build it out of wire, sticking putty, and whatever other materials the table has to hand.
The preview performance stage begins once the players have finished making their acts. Each round of this stage has one player act as the presenter while the remaining players act as the audience. First, the presenter introduces and presents the act they built like a circus ringmaster would. Once they’ve finished, they flip a coin to discover if the act goes successfully or not. After this, the other players describe how they believe the act played out as if they were watching it happen from the audience.
Once every player has had a chance to describe their version of events, the presenting player chooses which description they like most and then uses this as the basis for their definitive version of the story. The player whose story was selected also gets a point. After this, the next player gets to be the presenter and show off their act.
The next phase of the game begins once every player has presented their circus act. The player with the most points becomes the Ringleader, and they are given the honor of naming and introducing the circus’ debut event before the game wraps up.
Calder’s Circus Balances Art And Accessibility
Calder’s Circus (I Think Best In Wire) fuses Calder’s art, the circus tradition, and the TTRPG medium into one excellent roleplaying experience. A big reason for this is that Calder’s style of art is simple but evocative, meaning that while each act has a specific direction, each player can take their story in a vastly different direction, meaning that the game never feels repetitive, even if you’re playing with a larger group.
Using Calder’s art as a basis also helps Calder’s Circus (I Think Best In Wire) sidestep a common issue many craft-based TTRPG games run into: player skill.
For many people, craft-based games can be off-putting as they feel like they lack the skill to create what the game needs, especially at speed. Many players may also feel like they’re bringing the game experience for everyone else if they’re unable to match the artistic skill of everyone else at the table, doubly so if the game hinges around sharing or passing the created art between players.
However, the nature of wire as a medium combined with the short time limit means that players won’t be able to create a perfect, life-like depiction of their circus act. Because of this, players are encouraged to take a more experimental, impressionistic approach, aiming to recreate how the act feels or moves rather than simply recreating it, meaning that players with lower artistic skills won’t feel singled out. Plus, the sculptures themselves are not scored or ranked. Instead, they merely act as a jumping-off point for the improv sections, meaning that a player who sucks at shaping wire is still able to contribute to the game and earn points.
A Great Way To Guide People Into The TTRPG Circus
Because of this, Calder’s Circus (I Think Best In Wire) is a great introductory game for TTRPG newcomers. The game is easy to learn and requires no prep, meaning it is an excellent one-shot for mixed groups or public tables. Plus, the central circus theme is flexible and familiar, meaning that even players intimidated by the mere concept of improv will find it easy to devise fun stories when the game calls for it, doubly so because they have the models as a jumping-off point.
In a thoughtful touch, the game includes rules for a “child-friendly” version that suggests using pipe cleaners rather than metal wire. However, based on my playthroughs, I recommend starting with pipe cleaners or chenille stems and skipping the wire, no matter the age of the people playing. The sharpness of the wire’s ends, plus the force required to shape it, may intimidate many players, especially those who don’t have crafting experience. Plus, the chenille stems’ fuzzy coating adds friction, making it easier to balance pieces on top of each other without the structure collapsing, allowing players to be even more creative with their designs.
Calder’s Circus (I Think Best In Wire) is a fantastic game that every TTRPG fan should have on their shelf. The game’s combination of crafts and improv is incredibly accessible, meaning that all players, be they TTRPG newcomers or experienced gamers, will have a good time. And the game’s structure means it won’t play out the same way twice, giving it plenty of replay value. Plus, the game is living proof of the inherent creativity of the indie TTRPG space, showing how independent designers take a wide range of influences and use them to create memorable games that push the boundaries of the medium.