I've been puzzling in my head over an easier way to explain scene-framed play. Maybe this. Consider each scene its own story; its own One Act. It has a
Plot unto itself:
Exposition: Introduction of the stakes, goals, motivation, context.
Conflict: The challenge or adversity to be settled, overcome, resolved; up or down.
Rising Action: The turning point or the big play, decision or moment that can be looked back upon as the fulcrum for the outcome.
Resolution: The ultimate outcome or sum of all of the former parts; up, down, or somewhere in the middle.
I will try to convey what this looks like in play using my upthread example
here (which is an actual play example from one of my games).
Two of the three characters are tied to that settlement in question. One had family there (The High Huntsman is a first cousin) and another owed his life to their outriders (saved as a youth from a pack of wildmen). This was the conclusion of the heroic tier of play which would lead into the beginning of paragon tier play. The PCs were in the main hub of settlements of the region in response to a message from a carrier pigeon from the Ranger of the settlement in the upthread post. The message was short and cryptic but its portents and urgency cast dire premonitions within them. When a rider from the settlement sped with all haste into the town proper and burst into the common room of their inn, horse and rider at near exhaustion, the PCs fears were confirmed.
Exposition - The rider came with an urgent plea for the Rangers to rally their various Lodges (each settlement has a High Huntsman and a respective Lodge) and defend the gateway settlement (basically the Thermopylae or the Wall in G Martin's novels). If the settlement occupying the pass falls, the frontier would be open for the wildmen hordes to sack (yes, inspired by Martin's books).
Conflict - The PCs knew the politics of the Lodges and that the majority voting bloc would circle the wagons and wish to protect their own settlements and the main hub. It was extremely unlikely that they would mobilize and venture out to defend the gateway settlement (even if it was the most strategically rational thing to do for their own settlements and the frontier at large).
The players actions throughout the Heroic Tier made them large power players in the region. They would attempt to compel each Ranger to mobilize their respective Lodge to action in defense of the settlement and the frontier at large - Rally the Rangers - a Difficult Social Skill Challenge (6:2).
[mechanically - at this, I reiterate the stakes and I place a pair of d6s on the table, one on 6 and one on 2 - representing success and failures, that are the classic metagame props that we use for Skill Challenges.] Before the assembly would meet, the players attempted to meet the two powerful dissenting Rangers and attempt to compel them. Without both of them onboard, it was almost a guarantee that the cause would be lost.
Rising Action - The PCs listened to the first Ranger's reservations (Insight), a man of reason and guile. and learned the best way of appeal to him. They regaled him with the story of the last age (History), the parallels to this moment in time, and the death toll when the same foolish path was chosen and won his vote -
The player made this up off the cuff and it forevermore became a running theme here and a pervasive piece of lore that permeated this part of the game (I also rewarded the player with a thematic Action Point for specific usage, related to that historical battle, in the combat to come - this is a theme houserule for my game). The second Ranger was a stubborn man; a man of action not words. They chose a different tact with him. The Druid
Call (ed) the Spirits (Nature) and the candles of the lanterns blazed while the breeze through the windows firmed. The Bladesinger ominously portended a terrifying, magically enhanced -
Spook - tale of what would become of this place (and the man's legacy) if the gateway settlement was not defended (Intimidate as Arcana). Unfortunately, this Ranger was made of stuff sterner than magical tricks; steeled in the forge of battle. Their efforts lost on him, he dismissed them from his home. It was all but decided a this point.
Resolution - The PCs (large players in the region due to the events of the heroic tier of play) and the lodges met and the courtier's news was read. The weight of the dissenting Ranger was too much and the Skill Challenge was ultimately lost (2 failures at 5 successes); the Lodges would not unite and defend the settlement. However, the emergent consequences of the narrative framed it as such that the first Rangers Lodge would mobilize - and a platoon of seasoned warriors went with the PCs to the defense of the gateway settlement in the pass.
Now this scene carried through to the next (as described in the post upthread). However, in my game, the PCs didn't attempt the Convince of Exodus Scene - Skill Challenge. They came for battle and immediately the PCs, the settlers, and the first Ranger's Lodge set about Fortifying the Battlements Scene (Skill Challenge to erect blocking terrain, passive traps, and activatable hazards and terrain features). They were successful and turned the small settlement in the pass into a deathtrap and eventually won the day in an enormously difficult mass combat challenge that ended Heroic Tier Play and that arc.
Each of those scenes (Rally the Rangers, Fortify the Battlements, Defend the Pass) were their own (closed) story with their own exposition, conflict, rising action, and (mechanical and narrative) resolution. However, the marriage of the running, emergent, narrative and the mechanical implications of the resolution open each framed scene to each other such that it creates the larger connected (not closed) story.
As an unrelated addendum, I don't do a solely Scene-Framed game. Mine is heavily Scene-Framed but I do have relevant transitions and plenty of extra-scene color. My spectrum is probably 75 % of the way toward the Scene-Framed edge of the Open World Sandbox, Scene Framed continuum.