pemerton said:
Mystery: why did the PC's brother become possessed by a balrog?
Pemerton who decided on this? Was this (1) PC backstory and the PCs wanted to explore it or was it (2) an unhappy result of a check or was it (3) narration by a DM?
(1) and (3) is standard practice by all DMs, as for (2) see below.
The possession of the PC's brother by a balrog was authored by the player as part of PC generation.
I don't think (1) is standard practice for all GMs: that is, at least on the basis of this thread, not all GMs treat it as standard practice to make the subject-matter of PC backstories the focus of play. For instance, [MENTION=29398]Lanefan[/MENTION] has said that there is no guarantee that PC backstory, family, etc will be a focus of play in his game. I think other posters may have said something similar - [MENTION=6778044]Ilbranteloth[/MENTION], for instance, has said that he
doesn't follow
the "standard narrativistic model" of always framing scenes that speak to these player concerns evinced by build and play of their
If the Scavenging check was a success could you not provide the same 'unhappy' clue.
The short answer is "no". The middle-sized answer is "no, but". And here's the longer answer (I'll be referring mostly to
the BW rulebook, but the basic principles apply across the "standard narrativistic model"):
BW Gold pp 24, 30
Burning Wheel is very much a game to be played and manipulated for fun (and profit, sort of). Dice rolls called for by the GM and players are the heart of play. These are tests. They determine the results of conflicts and help drive the story.
Tests involve the character’s abilities. . . .
Let’s start with the core of the Burning Wheel system. We call it “Intent and Task.” . . .
When declaring an action for a character, you say what you want and how you do it. That’s the intent and the task. . . .
Descriptions of the task are vital. Through them we know which mechanics to apply; acknowledging the intent allows us to properly interpret the results of the test. . . .
If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.
This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test.
So if the check succeeds, the consequence is that the PC finds the nickel-silver mace as desired. That's the "no". Now, onto the "but".
The GM's job is to frame scenes. Eero Tuovinen describes this very nicely:
One of the players is a gamemaster whose job it is to keep track of the backstory, frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments . . . by introducing complications. . . .
[O]nce the players have established concrete characters, situations and backstory in whatever manner a given game ascribes, the GM starts framing scenes for the player characters. Each scene is an interesting situation in relation to the premise of the setting or the character (or wherever the premise comes from, depends on the game). The GM describes a situation that provokes choices on the part of the character. The player is ready for this, as he knows his character and the character’s needs, so he makes choices on the part of the character. This in turn leads to consequences as determined by the game’s rules. Story is an outcome of the process as choices lead to consequences which lead to further choices, until all outstanding issues have been resolved and the story naturally reaches an end.
Here is the same thing, in Luke Crane's words:
Revised p 268; Gold p 551 (the text is the same in both editions)
In Burning Wheel, it is the GM's job to interpret all of the various intents of the players' actions and mesh them into a cohesive whole that fits within the context of the game. He's got to make sure that all the player wackiness abides by the rules. When it doesn't, he must guide the wayward players gently back into the fold. Often this requires negotiating an action or intent until both player and GM are satisfied that it fits both the concept and the mood of the game.
Also, the GM is in a unique position. He can see the big picture - what the players are doing, as well as what the opposition is up to and plans to do. His perspective grants the power to hold off one action, while another player moves forward so that the two pieces intersect dramatically at the table. More than any other player, the GM controls the flow and pacing of the game. He has the power to begin and end scenes, to present challenges and instigate conflicts. It's a heady responsibility, but utterly worthwhile.
Most important, the GM is response for introducing complications to the story and consequences to the players' choices. Burning Wheel is all about choices - from the minute you start creating a character, you are making hard choices. Once play begins, as players choose their path, it is the GM's job to meaningfully inject resonant ramifications into play. A character murders a guard. No big deal, right? Well, that's up to the GM to decide. Sure there's justice and revenge to consider - that's the obvious stuff - but there's also the bigger picture elements to consider: whole provinces have risen in revolt due to one errant murder.
This is why, as [MENTION=6696971]Manbearcat[/MENTION] and I were discussing not too far upthread, the key to the GM's responsibility in this sort of game is
framing scenes and
narrating consequences. Because if the GM misjudges - that is, if the situation that is presented to the players for them to engage via their PCs falls flat - then the game will stall.
Here is a discussion, from Luke Crane, which includes an example of just that happening (presented as a cautionary tale for GMs):
BW Gold p 34
Beliefs are meant to be challenged, betrayed and broken. Such emotional drama makes for a good game. If your character has a Belief, "I guard the prince's life with my own," and the prince is slain before your eyes in the climax of the scenario, that’s your chance to play out a tortured and dramatic scene and really go ballistic.
Conversely, if the prince is killed right out of the gate, the character is drained of purpose. Note that the player stated he wanted to defend the prince in play, not avenge him. Killing the prince in the first session sucks the life out of the character. He really has no reason to participate any longer. But if the prince dies in the grand climax, c'est la vie. The protector must then roll with the punches and react to this new change. Even better, if the prince dies due to the actions or failures of his own guardian - now that’s good stuff.
Another example: We once had a character with the Belief: "I will one day restore my wife’s life." His wife had died, and he kept her body around, trying to figure out a way to bring her back. Well, mid-way through the game, the GM magically restored his wife to the land of the living. I’ve never seen a more crushed player. He didn't know what do! He had stated that the quest and the struggle was the goal, not the end result. "One day!" he said. But the GM insisted, and the whole scenario and character were ruined for the player.
So, can I (as GM) present the "unhappy clue" not as a consequence for failure, but
as part of framing? Or would that be like the prince being killed right out of the gate, or the wife being brought back to life via some GM deus ex machina?
My view is that it would be bad GMing. The PC - at that point - had, as a Belief, that he would free his brother from the balrog's possession. Implicit in that Belief was that the possession was unjust and an aberration. Negating that implicit assumption,
as an element of framing that was not
a consequence of failure, would be to deny the player the chance to "fight for what he (and his PC) believe" - which is the whole premise of BW.
Getting these judgements right is very important in "story now"/"standard narrativistic model" GMing. Which has been my response to those saying that this style is vulnerable to illusionism: that they're making up pitfalls that really have no salience, rather than talking about what can actually go wrong in this sort of RPGing.
are you saying that if the Aura Reading was a success you as DM could not narrate the above?
If the result was a success, then even moreso I can't narrate that the arrow was made by the brother! The PC is looking to vindicate his brother - it's actually identical, in narrative structure, to [MENTION=6696971]Manbearcat[/MENTION]'s example of the brother's hat hanging in the foyer of the brothel. If he succeeds, then his intent is realised: he identifies whoever it was who made these arrows (not his brother!) - and presumably the next step might be finding out why that person left arrows in a ruined tower.
And would the player call you out on an "unhappy result"?
It's not an issue of being "called out". It's about successfully GMing the game, or stuffing it up. A player may or may not go along with a game where the GM is making bad calls that prevent the player from having his/her PC "fight for what s/he believes", but that doesn't change the fact that the GM is making bad calls.