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Pemertonian Scene Framing and 4e DMing Restarted
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<blockquote data-quote="Kurtomatic" data-source="post: 6093652" data-attributes="member: 85486"><p>I have another question if y'all don't mind. <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p><p></p><p>There was a little discussion up thread about <em>downtime</em>.</p><p></p><p>Now I get that in a true no-myth game (as I understand it), there is basically no such thing as downtime; it's all uptime, regardless if the action is "back in town" or not. If it's activity that's not particularly action-y, it can just be handwaved. If it <strong>is </strong>dramatic, it becomes the next scene, <em>ipso facto</em>.</p><p></p><p>However, in a hybrid or light scene-framing game, is there room for a distinct notion of downtime, outside of full-on adventure mode? In the traditional notion of a D&D sandbox, downtime is not just about gear or simple money; it can include training, building holdings, recruiting allies, negotiating deals, etc. In that context, it seems to me that robust downtime is a strong instrument for character advocacy, that can in turn inform scene-framing. If my players spend a lot of time at the table improving the defenses of their fortified manor house, we all know what's going to happen next (or soon, or when it's most dramatically inconvenient), right?</p><p></p><p><a href="http://www.crafty-games.com/node/348" target="_blank">Fantasy Craft</a>, for example, is an interesting contrast to the narrative-focused methods discussed here. It also pulls way back on the simulation by abstracting away a lot of detail and process, and it has a focus on the idea of scene (combat resources tend to be per-encounter, <em>action dice</em>, etc). FC offers a lot of tools for character advocacy in my opinion, including robust downtime rules. However, it is more gamist in this respect than may be desired in the context of this thread. It doesn't have the same narrative sensibilities as BW or FATE. Still, I think narrative scene-framing could be very complimentary tool in a Fantasy Craft campaign.</p></blockquote><p></p>
[QUOTE="Kurtomatic, post: 6093652, member: 85486"] I have another question if y'all don't mind. B-) There was a little discussion up thread about [I]downtime[/I]. Now I get that in a true no-myth game (as I understand it), there is basically no such thing as downtime; it's all uptime, regardless if the action is "back in town" or not. If it's activity that's not particularly action-y, it can just be handwaved. If it [B]is [/B]dramatic, it becomes the next scene, [I]ipso facto[/I]. However, in a hybrid or light scene-framing game, is there room for a distinct notion of downtime, outside of full-on adventure mode? In the traditional notion of a D&D sandbox, downtime is not just about gear or simple money; it can include training, building holdings, recruiting allies, negotiating deals, etc. In that context, it seems to me that robust downtime is a strong instrument for character advocacy, that can in turn inform scene-framing. If my players spend a lot of time at the table improving the defenses of their fortified manor house, we all know what's going to happen next (or soon, or when it's most dramatically inconvenient), right? [URL="http://www.crafty-games.com/node/348"]Fantasy Craft[/URL], for example, is an interesting contrast to the narrative-focused methods discussed here. It also pulls way back on the simulation by abstracting away a lot of detail and process, and it has a focus on the idea of scene (combat resources tend to be per-encounter, [I]action dice[/I], etc). FC offers a lot of tools for character advocacy in my opinion, including robust downtime rules. However, it is more gamist in this respect than may be desired in the context of this thread. It doesn't have the same narrative sensibilities as BW or FATE. Still, I think narrative scene-framing could be very complimentary tool in a Fantasy Craft campaign. [/QUOTE]
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