The Player vs DM attitude

The relevent bit is that you're assuming the villain is going on about irrelevant stuff. If you get a villain monologuing, the last thing you want to do is shut him up. Get him going on about his Big Evil Plan and you can learn what's going on behind the scenes.

In other words, if you want the PCs to be interested in his monologue, make sure he's saying something important.

I agree with this statement if the following words are appended: "...about something that the PCs have to deal with in the future, rather than stuff they've already dealt with in the past."

The traditional villain monologue is delivered at the denouement of the adventure, and answers (for the benefit of the audience) all the remaining unanswered questions like "Who killed Doctor Littledoo?" and "Why did the sharks have frickin' laser beams on their heads?" As a rule, the answers to these questions become academic once the villain has met his grisly demise.

Although... even when the monologue is about important stuff, most players will get bored if you go on for any length of time. Because, not to put too fine a point on it, most DMs are crappy writers and good villain monologues are very hard to do. Right at the climactic moment of the story, you're gonna stop and do a bunch of exposition? You have to make it really tight and compact or it kills the momentum. And that problem is increased by an order of magnitude in an interactive medium like RPGs, where the players expect to participate instead of just sitting and listening.
 
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Well I wouldn't see why someone wouldn't be interested when the villain greets you in sonorous with the words, "You are witness to the beginning of my New World Ord--" and then "I shoot him."

My point was that sometimes the DM is not given the chance to try and create the opening for an NPC. Granted this was the bad guy, but what if it was someone we'd met on the way to the big bad guy?

Either way, the past is the past, I cannot change that. Though it does give me pause to later sessions or games. I really hope it's just the Player being the Character rather than the Player having a no-nonsense policy to the soliloquy.
 

The relevent bit is that you're assuming the villain is going on about irrelevant stuff. If you get a villain monologuing, the last thing you want to do is shut him up. Get him going on about his Big Evil Plan and you can learn what's going on behind the scenes.
"Do it? Dan, I'm not a Republic Serial villain. Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago."



Hrrrm.
 


Well, it's not per se always objectionable to begin a session that way, but at least in my case it would probably be my last session with the DM and I'd quietly find some excuses for not coming back. It's just not the way I want to play the game.
I'm not surprised by this, based on other posts of yours that I've read.

I'd just never get involved in a campaign length game where the DM went 'bang' and I danced the tune, and then the DM said 'bang' again.

<snip>

In the other case, the world is unfolding around me quite without my participation and I've essentially been game-raped. If I go into a game not knowing that its a game where sort of thing is going to happen, then don't be suprised if you lose a player.

<snip>

a player might be perfectly willing and even excited about creating backgrounds, NPC relationships, and so forth without being happy to be told what there players have done or without being happy to have their own actions narrated to them.

<snip>

if the DM wants to play my PC, I'm going to cede the PC over to him and walk away from the game.
I don't entirely follow this. How is "Having gone to sleep in the tavern, you all wake up manacled in the dungeon" the GM playing the PCs or narrating their actions to them?

"You all board the ship, and sail without incident for a week" is the GM narrating to the player, but I think there are a lot of groups who don't find this per se objectionable. It's not dissimilar to a GM narrating a shopping expedition - "You want to buy some herbs - OK, you wander around the streets until you find an apothecary". Anytime the continuous flow of ingame time is compressed or skipped over, the GM is exercising some scene-framing power and, at many tables, is going to narrate some actions of the PCs. How hard the GM is allowed to be is a different matter, but even D&D isn't hostile to all forms of hard scene framing. Look at Moldvay Basic, for example, which gives the GM the power to frame the scene of arriving at the dungeon (and we see something similar in the famous example of play in the 1st ed DMG).

Anything can be justifiied by 'everyone at the table consents to it'. Probably everything works for some table. Literally everything. If that is going to be the guide and the standard, we might as well advise people to play F.A.T.A.L.
I don't really think that talking about scene-framing, and suggesting that a bit more conscious attention to it might help mediate GM-player relations, is like suggesting that we play F.A.T.A.L. The OP has posted something which seems to me to express a genuine concern. Your reply is, in effect, to attack the OP's attempt to exercise power as GM. I don't think that's the only coherent response, and based on my own experience I'm far from sure that it's the best response.

Ron Edwards kills another mind. I reject his theory, here repeated, that you can't get to story through proposition/resolution mechanics. You can get there just fine in my experience.
I think our experiences in RPGing must be quite different. I also think that you're not really in a position to know whether or not my mind has been "killed" by Ron Edwards. What I like about Edwards's Forge essays is that they articulate, in a coherent and analytically fruitful way, many aspects of my own experience as an RPGer. They don't create that experience, but they do help me make sense of it.

As to whether proposition/resolution mechanics can create story - of course they can. But if the claim is that they can do so without any scene-framing then in my view it's a different matter. My own views on this are shaped mostly by nearly two decades of GMing Rolemaster. Rolemaster is perhaps second only to Runequest in the purity of its simulationism in action resolution. And this mechanical orientation creates very strong pressures never to cut scenes, never to cut to scenes, to only frame scenes as they emerge out of prior scenes via the action resolution mechanics. And this way of playing does undermine story - it leads to sessions bogging down in needless detail resolving actions that are in fact not the least bit contentious and of no interest to anyone at the table (eg 10th level PCs making haggling rolls to resolve the purchase of 50' of rope).

What is needed is a framework that tells us how to skip over this sort of stuff - and in a traditional RPG that will be via the exercise of GM power, relying upon implicit or explicit consent of the players - which doesn't lead to break downs of trust between players and GM, and which doesn't undermine the integrity of the action resolution mechanics when they are actually brought into play. This is a hard call in Rolemaster, because so many starting states for action resolution are dependent upon the outcomes of prior action resolution, with the result that skipping over things has the potential to produce starting states which are potentially arbitrary and unfair.

It's not the purpose of this post to argue that 4e is superior to other versions of D&D. But in the light of the experience I've just described, I hope that you can see why what some people (eg you, I think, and Raven Crowking and Kamikaze Midget) regard as a weakness of 4e - the comparative independence of starting states in a given encounter from the outcomes of prior encounters - is for me a virtue, because it solves what is for me not a theoretical but an actual problem in trying to GM a pretty traditional fantasy RPG, by opening the door to more story-supportive scene framing without opening the door to arbitrary and unfair exercise of GM power in determining the starting states for encounters.

To the extent that I think that oft abused phrase means anything, it has to do with how you resolve propositions.
I hope the previous few paragraphs have made it clearer why I see the phrase "say yes or roll the dice" as being relevant to scene-framing - it is to do with the interaction between action resolution mechanics from prior scenes and the starting-state of current scenes.

You've been constructing an argument against allowing the players to have propositions except those that you provide for them.
I don't fully understand this. In a traditional RPG the GM is almost solely responsible for narrating the world to the players, and so the context of choice for the players is set almost entirely by the GM. Of course I can see the difference between more-or-less continuous play and play with more explicit and harder scene framing. But I'm not seeing how that contrast is related to a contrast between who gets to determine the context in which players make choices for their PCs.

EDIT:

I'm not the only person who ever thought that a fun scenario to play might be the PCs' escape from capture. The A1-4 slave lords module has at least one, maybe two examples of it (I think it makes provision for the PCs to end up as galley slaves part way through the module, as well as the famous transition from A3 to A4). Michael Silverbane upthread suggested the possibility. I recently ran a capture scenario of my own devising, and my players didn't lynch me or quit the game - they played through it and seemed to enjoy it, both at the tactical and at the story level.

One way to frame a capture is for the GM to abuse the encounter building guidelines and then use the action resolution mechancis - eg The Colossal Red Dragon dives out of the sky, lands in front of the party and says "Surrender or die!". Another way is for the GM to pretend to use the action resolution mechanics but actually cheat - the A3-A4 transition relies on this, and I've played scenarios at conventions that take a similar approach. Yet another way is to simply suspend the action resolution mechanics and approach it instead as a question of scene-framing. If everyone at the table thinks that such a scenario might be fun to play out, and if the action resolution mechanics won't be undermined by cutting to the chase (and this is the major contrast between RM and 4e), then I still don't see why it's objectionable to just do it.

Approaching it as an issue of scene-framing also has another advantage, to my mind: it allows the players to co-operate in acting against their PCs' interests at the purely metagame level. It doesn't force them to make difficult choices ingame in the course of playing their PCs. As another thread has recently canvassed, having a powerful NPC put it to the PCs that they should "surrender or die" is a source of stress for the players and can lead to TPKs and/or potential damaged feelings. In my view there is a ready explanation for this: if I agree to play D&D or another traditional fantasy RPG, then I have bought into an RPG genre in which my PC's courage and my PC's self-interest normally work together and even reinforce one another. A "surrender-or-die" situation puts these two aspects of my PC's personality at odds, in a way that a lot of players may not be all that happy about. Metagame agreement to a capture scenario circumvents this additional potential source of tension, while still letting us all enjoy the fun of playing out an escape from the dungeon, which is a pretty time-honoured element of the sword-and-sorcery repertoire.
 
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Approaching it as an issue of scene-framing also has another advantage, to my mind: it allows the players to co-operate in acting against their PCs' interests at the purely metagame level. It doesn't force them to make difficult choices ingame in the course of playing their PCs. As another thread has recently canvassed, having a powerful NPC put it to the PCs that they should "surrender or die" is a source of stress for the players and can lead to TPKs and/or potential damaged feelings. In my view there is a ready explanation for this: if I agree to play D&D or another traditional fantasy RPG, then I have bought into an RPG genre in which my PC's courage and my PC's self-interest normally work together and even reinforce one another. A "surrender-or-die" situation puts these two aspects of my PC's personality at odds, in a way that a lot of players may not be all that happy about. Metagame agreement to a capture scenario circumvents this additional potential source of tension, while still letting us all enjoy the fun of playing out an escape from the dungeon, which is a pretty time-honoured element of the sword-and-sorcery repertoire.
I don't go for the 'metagame agreement' aspect if for no other reason than it ruins the surprise. That said, the surprise can also work in reverse...

Recently I was running A3 (modified, but still very recognizable). The party had made it into downtown Suderham and got themselves into some big deep trouble. One of the players, familiar with the A3-A4 transition, says to the others something like "Don't worry. You're supposed to get captured here anyway, it's all good."

The expression on his face when I looked him in the eye and told him "I'm not running A4." was truly priceless.

The party barely escaped with (some of) their lives.

Lan-"but I reserve the right to run an A4 equivalent at some future time"-efan
 

Celebrim said:
Well, it's not per se always objectionable to begin a session that way, but at least in my case it would probably be my last session with the DM and I'd quietly find some excuses for not coming back. It's just not the way I want to play the game. I might enjoy that sort of 'bang bang' style of play as a one off but the lack of freedom inherent in such a situation is going to prevent me from investing much in the character in the long term, and I'd just never get involved in a campaign length game where the DM went 'bang' and I danced the tune, and then the DM said 'bang' again. That gets really old in a hurry for me, and as I previously indicated, in some cases once is more than enough.

And that's fair enough. There are tons of games out there that follow along what you want - where scene framing is discouraged.

Me, I don't have a problem with it honestly. I've been reading 3:16 Carnage Amongst the Stars (a very nifty game based on various SF Milfic like Starship Troopers, Forever War, Old Man's War, that sort of thing) and it advised GM's to set up situations in this way:

316 Carnage Amongst the Stars p 44 said:
FRAMING
Framing scenes is really easy and you shouldn’t worry about it.
You just need to visualize the scene and let everybody know the
following information.
1. Where is it?
2. What is it like? Think of the 5 senses.
3. Who is there?
4. What is everyone currently doing?
This is the ‘platform’, it is static. You have just set the scene so far.
Now we pause, and then add a ‘tilt’ to propel it into motion.
5. What has just happened?

EXAMPLE
You’re on the colder side of the island, where salty air blows off
the sea. Thick trees rise up like angry fingers to form a thick forest
leading miles inland. Troopers are cutting down trees to clear a
larger landing area. (Platform)
Bang! A drop ship crash lands on fire. It is spewing fuel and
has clearly been shot down. (Tilt)
Following on from this you role-play out the scene. How is
everyone reacting? Who is doing what? Anyone running to help
the injured? Looking around for incoming attacks? Diving for
cover? Cracking out a Cancer Stick and saying something witty?
I wouldn’t necessarily go straight into an encounter here with a
Dominance roll. See where the players take the story first. If they
do nothing then have it be an attack. However, if they role-play
out something else then have that lead you to the encounter.

To me, while this is a totally different way of approaching a game, it's a very interesting one. It's mostly in the hands of the GM - after all, he's setting the scene - although later in the game, players do get some input due to their increased military rank. The game progresses through these scenes. Some will be fixed - particularly the initial scene, with some being ad-libbed on the spot in response to player actions.

I think you're being unnecessarily harsh on the idea of scene framing.
 

I don't entirely follow this. How is "Having gone to sleep in the tavern, you all wake up manacled in the dungeon" the GM playing the PCs or narrating their actions to them?

Because between the two events, something dramatic and important must have happened. The wizard locks, alarm spells, locks, jury rigged noice traps, bottles balanced on the door handle, and so forth that the party takes precautions with when resting in a strange environment didn't go off. No one heard the dogs in the courtyard, and the guy with the Light Sleeper feat and lots of ranks in hearing slept like a babe even when someone bundled him in sheet. No one got a saving throw versus whatever poison we must have ingested, and no one made their skill check to notice it in their food, no one had a chance to wake up, the villains didn't flub any action, the players having woken up apparantly had no oppurtunity to do anything, a long transport occurred in which the players slept soundly and safely drugged and trussed. In short, lots of things happened but we don't know what they are. Only the DM knows what they are, and now the DM will have to tell us what happened to us and how we reacted (or didn't).

That's ridiculous. Either the villains are so powerful and compotent that we had no chance at all, in which case, we are likely stuck here forever unless this is a nonsensical forcing trope for the sake of creating the story you want, or else the events between now and then didn't actually happen in which case this is DM fiat carried to its worst degree - obliviating all choice and options and telling us what is and has happened. So either you have decided you have the right as a DM to play my character for me, or else you are hitting me with some overwhelmingly compotent foe who could clearly have destroyed me in a blink who will then mysteriously turn incompotent at exactly the point that we are most in their power and mercy. Either way, that's ceased to be a game I can believe in or enjoy. Now, if the DM wants to have some NPC's

"You all board the ship, and sail without incident for a week" is the GM narrating to the player, but I think there are a lot of groups who don't find this per se objectionable.

Well, mine don't either, but normally such hand waving only occurs by the mutual consent of both the players and DM. Only if everyone at the table agrees to speed up time do we actually speed up time. The DM only hand waves actions that no one is interested in, and I don't attempt to hand wave time passing until receiving an answer to a question like, "Is there anything anyone wants to do?"

It's not dissimilar to a GM narrating a shopping expedition - "You want to buy some herbs - OK, you wander around the streets until you find an apothecary". Anytime the continuous flow of ingame time is compressed or skipped over, the GM is exercising some scene-framing power and, at many tables, is going to narrate some actions of the PCs.

Everything is scene framing. It's important to note that every style, even hard core simulationism uses scene framing. However, that fact shouldn't be used to disguise the great differences between different scene framing techniques. Hand waving trivial details of the player's proposition to search the town for an apothecary is very different thing than hand waving the capture and transport of the party to some dungeon. The first one involves no use of GM force. The second is nothing but.

How hard the GM is allowed to be is a different matter, but even D&D isn't hostile to all forms of hard scene framing. Look at Moldvay Basic, for example, which gives the GM the power to frame the scene of arriving at the dungeon (and we see something similar in the famous example of play in the 1st ed DMG).

Players: "We'd like to go to the dungeon now."
DM: "Ok, you are at the dungeon."

Is very different from.

Players: "We'd like to spend the night in the tavern now."
DM: "Ok, you find yourself chained up in the dungeon."

Call them all 'hard scene framing', while technically correct, is to obfuscate the problem at hand with technical bullshyte.

The OP has posted something which seems to me to express a genuine concern. Your reply is, in effect, to attack the OP's attempt to exercise power as GM. I don't think that's the only coherent response...

I think its worth asking his players whether I gave a coherent response. The OP has said he's approached the players with this idea out of character and had it thrown back in his face. I think maybe I'm more on the trail of what's wrong with his group dynamics than you are. I think if he follows your suggestions then he's likely to find his game over.

I think our experiences in RPGing must be quite different.

Obviously. Ask yourself, does his players sound like their attitude is more like mine, or more like yours?

What I like about Edwards's Forge essays is that they articulate, in a coherent and analytically fruitful way, many aspects of my own experience as an RPGer. They don't create that experience, but they do help me make sense of it.

I find Ron Edwards to be openly sneering, insulting, and arrogant. I find him dismissive of anything Ron Edwards doesn't like. Therefore, I feel justified to reply in kind. I find his description utterly incoherent and undescriptive of my own gaming. While he is obviously extremely intelligent and does open up for conversation a lot of useful ideas, I find that much of the core of what he holds to be absolutely true is absolutely not true. For example, its my opinion that most good and enduring RPG designs are what he calls 'incoherent', and that that trait is precisely what makes them good and enduring. But anyway, enough Forge bashing because its beside the point.

As to whether proposition/resolution mechanics can create story - of course they can. But if the claim is that they can do so without any scene-framing then in my view it's a different matter.

They can certainly do so without hard scene-framing, or indeed anything that your average person on Forge would recognize as scene framing. While, "You turn left and walk carefully down the corridor for 40'" is scene framing, its not at all what your average Forge reader would recognize as scene framing (and in fact many would argue at first that it isn't scene framing) because generally 'scene framing' in Forge-speak refers to the hard sort. Likewise, you can do so without GM force, at least in the sense of the sort of GM force on display when you go to sleep in a tavern and wake up in a dungeon.

And this way of playing does undermine story - it leads to sessions bogging down in needless detail resolving actions that are in fact not the least bit contentious and of no interest to anyone at the table (eg 10th level PCs making haggling rolls to resolve the purchase of 50' of rope).

Yeah, whatever. Not haggling to resolve the purchase of 50' of rope that a PC wants to buy is still quite different than going to sleep in a tavern and waking up in a dungeon.

What is needed is a framework that tells us how to skip over this sort of stuff

No we don't. We don't need that at all. All we need is the implicit or explicit consent of the whole table, which involves no exercise of GM force at all. Effectively, the DM is consenting to a player proposition - "Can we wait here doing X action without interruption for Y time."

This is a hard call in Rolemaster, because so many starting states for action resolution are dependent upon the outcomes of prior action resolution, with the result that skipping over things has the potential to produce starting states which are potentially arbitrary and unfair.

I'm not an expert in Rolemaster, but I think skipping from going to sleep in a tavern to waking up in the dungeon goes along way past potentially arbitrary and unfair, besides being totally not fun. Even losing is alot more fun than missing a dramatic scene. Of course, your opinion is apparantly that its worth it to miss a dramatic scene and obliviate all player choice if it just achieves the outcome you desire.

It's not the purpose of this post to argue that 4e...

I don't really see what 4e has to do with this at all. I'm giving system independent advice and frankly I just see this as an attempt to start an edition war, a red herring, and not worth responding too.

...without opening the door to arbitrary and unfair exercise of GM power in determining the starting states for encounters.

Still not seeing how 'you go to sleep in a tavern and you wake up chained to the wall in a dungeon' isn't an arbitary and unfair exercise of DM power in determining the starting states for encounters'.

I hope the previous few paragraphs have made it clearer why I see the phrase "say yes or roll the dice" as being relevant to scene-framing

Nope, not a bit.

it is to do with the interaction between action resolution mechanics from prior scenes and the starting-state of current scenes.

Which has nothing to do with either 'say yes' or 'throw the dice'.

I don't fully understand this. In a traditional RPG the GM is almost solely responsible for narrating the world to the players, and so the context of choice for the players is set almost entirely by the GM.

No, I reject that. The GM in a traditional RPG has vast control over the game world, but his ability to use force on the players is extremely limited. It's very hard for a GM to go from 'Going to sleep in the tavern' to 'Waking up chained to the wall in the dungeon' because players are hugely resourceful and traditional PCs have so many resources at there command. You can challenge the PC's, but capturing them without killing them is extremely difficult if you play it fair.

I'm not the only person who ever thought that a fun scenario to play might be the PCs' escape from capture. The A1-4 slave lords module has at least one, maybe two examples of it

They were also originally intended to be played as one shot tournment modules, and the A3 to A4 scenario hard framing has been since the beginning widely panned and criticized by a great many players and DMs. It works as a tournament scenario where you have disposable characters with little at stake other than 'winning'. I don't think it has been widely upheld as great DMing.

One way to frame a capture is for the GM to abuse...

One approach you don't suggest is to simply not decide that now is the 'capture scenario' time and simply let it happen. You play enough games, eventually capture and surrender and the like naturally arrise. It's happened to me as a player, and its happened to whole parties once when I was the DM and to individual players three or four times (at least).

It doesn't force them to make difficult choices ingame in the course of playing their PCs.

Oh geez. Far be it for that to ever happen.

Yeah, we don't have much in common at all. More importantly, I think its pretty clear that the sort of gaming dynamic you are describing here does not exist at the table in question and will take a long long time to foster even if the players are the sort who might eventually develop preferences akin to yours (which is by no means certain).
 

Celebrim said:
One approach you don't suggest is to simply not decide that now is the 'capture scenario' time and simply let it happen. You play enough games, eventually capture and surrender and the like naturally arrise. It's happened to me as a player, and its happened to whole parties once when I was the DM and to individual players three or four times (at least).

In all the years you've gamed, you can actually count on one hand the number of times a capture scenario has occured.

Why would a DM ever prepare for that eventuality then? If it's only going to happen once in a very, very long blue moon, it might as well never happen at all.

Which means that the "capture scenario" is pretty much off the table. Which is a shame because it has all sorts of nuances that don't come out in regular play.

I think sometimes forcing the players into places they normally wouldn't go isn't always a bad thing.
 

Why would a DM ever prepare for that eventuality then?

I believe I stated up front that it is my opinion that they shouldn't.

Which means that the "capture scenario" is pretty much off the table. Which is a shame because it has all sorts of nuances that don't come out in regular play.

A 'capture scenario' is pretty much off the table. The PC's actually getting captured isn't. It's just not something you ought to force. You can't force players to surrender, and you probably shouldn't. While it may be true that a capture scenario has lots of interesting nuances, it's also true that lots and lots of players don't enjoy the concept and hate DM fiat. If you really want to explore those nuances, I'd suggest creating 'prison break' scenarios where the PC's are encouraged to break someone out of confinement. That puts the choice in the player's hands, and creates a situation where the PC's might arrange their own capture (I was also in a PC party that in a separate incident did that, to spring the brother of a party member out of a gladiatorial arena. It wasn't the only approach, but it was the one we decided on.)

I think sometimes forcing the players into places they normally wouldn't go isn't always a bad thing.

I'm not the one that disparaged putting players in situations where they have to make tough choices.
 

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