the concept of scenes not being able to impact each other being strange to me
I don't understand what makes you say this. Of course scenes impact one another - that's why (as [MENTION=463]S'mon[/MENTION] has emphasised) you can't frame scene 2 until scene 1 is resolved.
In the limiting case, though, this impact is not mediated via the action resolution mechanics. It's mediated by the GM's encounter-building guidelines (dealing with both story and encounter sides of encounter-building).
So the PCs are essentially ta'veren?
A very quick Google tells me that this is some sort of Wheel of Time, destiny thing. In which case the answer is "no". Scene framing play doesn't rely on any particular plot elements being part of the game.
If I understand you correctly, in a regular game, the world exists, and the PCs interact with it. In a scene-framing game, the PC's actions create the world. Or perhaps a variant of Chekhov's gun. If the PCs choose to interact with something, it is important.
Your way of putting it makes scene-framing play pretty hard to explain, because it doesn't distinguish the players from their PCs, nor the GM's deliberate acts of creation from the fiction that results.
In any RPG, the gameworld doesn't exist. It's a fiction. The question is, what considerations guide (i) world creation and (ii) adjudication of unexpected calls/queries by the players? In what you are calling "regular" play, the GM creates the world independently of the players creating their PCs; and the GM adjudicates unexpected calls and queries based primarily on extrapolation from other pre-established details of the gameworld. In scene-framing play, the GM creates the world keeping in mind the PCs that the players have created, and adjudicates unexpected calls and queries in a way that will drive the game forward.
Part of the nature of a game is that it provides criteria for success and failure within rules that are imposed equally on all. If Orcus only shows up because I ask about it -- if he has no objective existence, but is rather a sort of Shrodinger's Cat -- that element of gameplay is severely weakened, because there's no objective challenge with regards to that question.
Huh? What "element of gamplay" do you have in mind? In Moldvay Basic, the PCs automatically find their way to the dungeon entrance without having to engage the action resolution mechanics. I never heard it suggested that that weakens - let alone "severely weakens" - gameplay in that game. It's simply a question of what the game takes as the "starting point" of play. Look at [MENTION=99817]chaochou[/MENTION]'s first post upthread for really strong examples of an "in media res" approach to play. It's not like that undermines gameplay - it just makes the focus of play defeating the rattlesnake (in chaochou's example) or Orcus (in my example) rather than finding your way to the confrontation. Just as in Moldvay Basic the action is about exploring the dungeon, rather than finding it.
There's also limited exploratory fun to be had: there's not a strong sense of discovery, and instead it's a sense of invention.
Invention by whom? The players are still engaged in discovery. In chaochou's example, they discover the rattlesnake. And the gameworld is always being invented by the GM.
There certainly are games that, either formally or informally, give players some degree of authority over backstory, but that's basically orthogonal to scene-framing considerations.
I want my game to be a structured experience, because I want it to be a game that I can flow through without thinking about the structure of it.
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If the tools and the goals aren't objective and present, then the point is moot. I might as well drop the facade and just write a story with these people. That's fun, too, but it's not the fun I'm looking for when I play an RPG.
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I want to be a character, not define one.
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There's a lot of useful things that kind of perspective can add, but thinking like the character is weakened by them.
This seems to be making the same unwarranted equation, of scene-framing play with player co-authorship.
The player whose PC wonders if Orcus is present is playing his/her PC. S/he is not co-authoring a story to any greater extent than by building a PC whose nemesis is Orcus.
I guess some people prefer games in which, if a player builds a PC with a nemesis that nemesis never comes into play.
Part of the nature of performing a role is a belief in the reality of the world you're performing in for the character you're performing as. If Orcus only shows up because I ask about it -- if his existence only depends on my play -- then the world asserts its artificiality at every turn and the performance ends up being awkwardly self-aware and meta.
Speak for yourself. I posted on another current thread - the "4e fantastic game that everyone hated" thread - that it's frustrating, as a 4e GM, being told repeatedly that one's game is weak on RP, is a series of tactical skirmishes without depth, etc.
It also doesn't help that your gloss runs together situation (Orcus shows up) and backstory (Orcus exists). In my example the backstory that Orcus exists is already established, and the players' play hasn't brought that about.
Anyway, from the point of view of the player, in a game like 4e in which backstory and situational authority ultimately lies with the GM, it is
always the case that whatever you encounter is determined by the GM. Does it make any difference if the GM makes the decision in advance or - as is inevitably required from time-to-time - on the fly? And does it make any difference if the on-the-fly decisions are made by consulting a random table, or by choosing what will be most interesting? Not in my experience.
In an RM game I ran 20-odd years ago, one of the PCs had a mentor - who had been introduced into the gameworld by the player, as part of that PC's backstory. On one occasion when the PCs went to the mentor's home, they found it disturbed and the mentor missing. That scene was initiated by me, as GM, not based on a random table but because it seemed interesting at the time (I can't remember the details anymore, but the mentor's connection to various political conflicts had been gradually revealed over the course of play). So that's a case of a story element existing only because of a player choice (at character creation) and of something happening to that story element because the players chose to investigate it. It didn't spoil the game in any way. Rather, the player of the PC whose mentor it was was concerned about what had happened to his mentor and started investigating. And I would expect that to be a pretty common response from any RPGer.
It seems like it trades these things for directorial authority and storytelling strength and the power of the narrative arc, but I guess I've always felt that if I want a story, I'll read a book or watch a movie, and if I want a game about pretending to be another being, I'll play an RPG.
These comments again seem to be about something completely orthogonal to scene-framing. Here you seem to be envisaging the players establishing their own adversity via exercise of situational and backstory authority. Whereas 4e presupposes a default in which the GM has both of these.
A player whose PC tries to sense the presence of Orcus isn't exercising situational authority. And isn't making a skill check in order to declare some aspect of backstory (contrast use of a Wise skill in Burning Wheel). In the example I gave it is the GM who frames the scene and controls the backstory.
And even in [MENTION=6696971]Manbearcat[/MENTION]'s example of using a History check in the same sort of way as a BW Wise, it is not being used to frame adversity. It is being used as a resource, in something that functionally resembles buying equipment in standard D&D play. In both cases the player is using one resource (a skill, a gp total) to add another resource (a bit of gameworld backstory, a bit of equipment in the PC's possession). There's no reason for one to pose any more threat to the unfolding of the game than the other. Of course the game will break if players can add unlimited rings of wishes to their PCs' equipment lists - we have both rules and GMing techniques to preclude that. Likewise I'm pretty sure [MENTION=6696971]Manbearcat[/MENTION] has rules and techniques that preclude using History to learn that an ancient sage once discovered that all enemies will be destroyed if ony the PC says the magic world in this particular place on this particular occasion.
The concern I would have is keeping the story consistent
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In a scene-framing game, how do you ensure that the plot makes logical sense?
By not contradicting yourself! A little bit of note-taking can go a long way in that respect.
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Here is a pretty succinct account of scene-framing play as I understand it:
1. 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 (defined in narrativistic theory as moments of in-character action that carry weight as commentary on the game’s premise) by introducing complications.
2. The rest of the players each have their own characters to play. They play their characters according to the advocacy role: the important part is that they naturally allow the character’s interests to come through based on what they imagine of the character’s nature and background. Then they let the other players know in certain terms what the character thinks and wants.
3. The actual procedure of play is very simple: once 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.
4.The player’s task in these games is simple advocacy, which is not difficult once you have a firm character. (Chargen is a key consideration in these games, compare them to see how different approaches work.) The GM might have more difficulty, as he needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences).
. . .
Character advocacy: When a player is an advocate for a character in a roleplaying game, this means that his task in playing the game is to express his character’s personality, interests and agenda for the benefit of himself and other players. This means that the player tells the others what his character does, thinks and feels, and he’s doing his job well if the picture he paints of the character is clear and powerful, easy to relate to.
The player's job is to build an interesting PC, and to play that character in the way described as "advocacy" - giving voice to that PC's personality, interests and agenda. The GM is the one who has story and structure in mind, framing scenes that "go where the action is" - which will include Orcus, if Orcus is one of the PCs' nemeses.
No one is out to create a story. The whole point of this approach is that story emerges organically out of the intersectin of the choices made by the GM in scene framing and the players in engaging those scenes via their PCs.