D&D 4E Pemertonian Scene-Framing; A Good Approach to D&D 4e

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Wow, it's 06:37 this morning and already Pemerton has broadened my gaming horizons.
You should be sleeping, not posting!

When it occasionally does try to do that, as in the rules on jumping, it's irritatingly klunky.
Agreed. I use the jumping rules as written in combat - perhaps I'm overly fetishising the grid, but it seems like some sort of precision is needed given all the other detail around movement rates, the slowed condition, etc. But they are definitely klunky. And I think it's one sign of this that powers like Dominant Winds and the like (there is a 13th level paladin one the name of which I forget at present) don't go via the jumping rules but cut straight to the fly mechanics.
 

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It's 04:17 here, and I FINALLY finished reading this thread. Excellent, excellent discussion (apart from the predictable thread-crapping in the middle by the 3vangelists).

Until I read this, I didn't really realize why some of my 4e sessions seemed to really rock, and at other times, fall on its face. Now I know; everything about the way 4e works and more importantly why, makes more sense to me now, and is seriously informing my adventure design from here on out. So, thank-you, everyone! :)

Examining things, I can see now that my better sessions made extensive use of scene-framing to one degree or another (even when in a "dungeon" environment), while my poorer sessions tended to be more of a "what do you do?" situation placed on the players. The latter approach usually flops on me, even though it's a well-established homebrew campaign world (since 1998-ish?) that I know really well.

This is not something I feel is unique to 4e - upon reflection, I have used this technique at times when I ran my last long 3.x game, and often when I do Shadowrun. That said, I can see, and fully agree how 4e's mechanics are pretty much made for the job (whether the designers realized it or not is another matter).

Anyway, I don't know what I'm still doing up! ;)
 

It's 04:17 here, and I FINALLY finished reading this thread. Excellent, excellent discussion (apart from the predictable thread-crapping in the middle by the 3vangelists).

Until I read this, I didn't really realize why some of my 4e sessions seemed to really rock, and at other times, fall on its face. Now I know; everything about the way 4e works and more importantly why, makes more sense to me now, and is seriously informing my adventure design from here on out. So, thank-you, everyone! :)

Examining things, I can see now that my better sessions made extensive use of scene-framing to one degree or another (even when in a "dungeon" environment), while my poorer sessions tended to be more of a "what do you do?" situation placed on the players. The latter approach usually flops on me, even though it's a well-established homebrew campaign world (since 1998-ish?) that I know really well.

Thanks, glad you found it useful. I know I've learnt a lot! :D
Re other editions and non-PSF* play - I find that most other editions of D&D handle procedural play much better (although 2e is kinda incoherent - procedural chassis mixed with often framey, dramatist, GMing advice). And procedural play can give rise to dramatic, compelling stories, as happened with the 1e AD&D Yggsburgh sandbox I ran online last year. I also found last year that the Pathfinder Beginner Box was incredibly good for procedural play; like a sort of "Advanced Moldvay Basic", with lots of really cool tools such as its brilliant encounter tables and treasure-by-monster; regular Core Pathfinder has nothing equivalent.
I still wish 4e had more procedural tools such as tables for generating encounters, treasure, etc - I could at least use them as inspiration, even if I'm scene-framing.

*Pemertonian Sce... you know.
 

I agree with Nemesis Destiny. This thread got back to being fantastic. Good job to yall.

I also didn't realize this is what I was doing in my game, but it pretty clearly is. I've become more explicit about it since I started reading this thread. We banter and RP between my scenes, and how that goes determines the initial frames, then we jump into the scene.

I've been thinking that this sort of framing requires a lot of player trust. Since I'm taking control of the game between scenes and putting the PC is tense, dangerous situations, my players have to believe I'm doing it for the good of the game.

PS
 

It was a very good thread (and hopefully more good to come). Unrelated to the crux of the thread though, I would still like to hear "deep immersionists" (as Crazy Jerome likes to call them) thoughts on this post and @AbdulAlhazred expansion here. I would start another thread on it but I'm uncertain it would be of much use other than to sate my curiosity. I do think it might give us some insight into "immersion only as 1st person actor" gamers versus "immersion as 1st and 3rd person omniscient receptive" gamers. In my estimation, scene-framing games are more "functional" for the second group of gamers as referencing of and friendliness toward metagame devices/techniques diversifies the range of the pressures that can be leveraged by the GM on the players (and back at the GM) and thus broadens the scope of resultant outcomes within the fiction.
 
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It was a very good thread (and hopefully more good to come). Unrelated to the crux of the thread though, I would still like to hear "deep immersionists" (as Crazy Jerome likes to call them) thoughts on this post and @AbdulAlhazred expansion here. I would start another thread on it but I'm uncertain it would be of much use other than to sate my curiosity. I do think it might give us some insight into "immersion only as 1st person actor" gamers versus "immersion as 1st and 3rd person omniscient capable" gamers. In my estimation, scene-framing games are more "functional" for the second group of gamers as referencing of and friendliness toward metagame devices/techniques diversifies the potential scope of the pressures that can be leveraged and thus broadens the resultant fiction.


full disclosure, I skimmed the post in question because I am cooking dinner. Provided we treat this as a dialogue, not a game of gotcha I am happy to expain my position. This is larrgely going to be me thinking outloud so just keep that in mind.

First let me say, if we begin by questoining the very validity of immersionists and their experiences, by either calling everything a construct or by dissecting the game until you define away 1st person experiences, I dont think you will ever understand where immersionists are coming from. If that is genuinely your aim, I think the better bet is to take people at the word and if you genuinely dont understand somethign ask about it.

for me, my very first experience roleplaying was powerful. I FELT-LIKE-I-WAS-THERE. This was different to me from any other sense of immersion I had experienced to that point in books or movies. Part of it was the fact that many books take third person omniscient view (as you explained in your post) and part of it was, even in highly immersive first person narratives like Dracula, the characters are under the control of the author, not you. That combination of 1) playing a character from a first person perspective, b) being in control of the character and 3) having the world external to my charcater governed by something consistent snd external from myself (the GM) added up to that powerful experience. I was simpy there in a way I never had been before.

Does any of this mean you can never have metagame mechanics and never do anything outside your character? No. But for it does mean the more things in a game that require that, and the more things that blur the line between my character and things outside him, the more it disrupts that experience of being there. This is one of the reasons why I really like to rp things from first person and not leave that stuff to dice. For me, a very large part of feeling like I am the character is speaking as the character and thinking like the character.

Nthing is 100% perfect and you can dissect anything through examination or questioning to the point that it seems ot fall apart, and I do see a lot of people try to do that with immersion. Doesn't change my experience at the table. Doesn't change that this is what I feel and why I feel it when I am playing.

Also let me say, I am not totally opposed to intrusive elements if they are worth it for the game is supposed to be. LIke I have said before, I play savage worlds and dr who. Botht those games are genre emulative. In the case of dr who, they even try to replicate many of the features of the show with things like how they manage initiative (with speakers and movers going before attackers) and story points can be pretty powerful in the game. I still like dr who as a game. If someone uses a bennie in savage worlds, I wont freak out and claim my immersion has been ruined. It isnt quite as exteme or black and white as things tend to be framed in online discussions (where everything is carved up and defined as people take sides).

For me, the reason it is important to be mindful of immersion is because its why I am there in the first place. And because i design games, and the first customer I need to satisfy is myself, I think getting how things like shifting from out of character point of view affect me is crucial.

In my own games for example, I really like to focus on investigations. I was never very satisfied with Laws approach in Gumshoe, though I have played it and i do admire both his writing and design work, because it didn't speak to my sense of immersion. I found that angle very frustrating both as a player and GM. I could see how people who say investigations as scenes linked by clues would feel that way. But I never saw investigations as scenes linked by clues, I saw them as a blend of setting and scenario. So when that is the point of view I design investigations from, and while we do have things ike social skills in our games (because I understand that most players expect them) I talk about using them in a way that doesn't interfere with in character dialogue if that matters to the group.

Sorry to ramble a bit. But happy to answer any further questions you might have if any of this resonates Manbearcat.
 


This type of thing is basically why I am wary of DM-sets-the-characters-up-to-be-awesome play, it seems very boom or bust and stressful to DM: http://critical-hits.com/2013/02/05/worst-session-ever-part-1/

If a player asked me if we can kill off their character tonight I would say "I don't care if you kill off your character, why are you asking me?" and this whole fiasco would have been avoided :)
That guy in the linked story just cracked though. I had a similar situation in a game I ran last year - a player decided that his character had nothing left to live for, and he wanted him to go down swinging. He had some pretty good story reasons for it, but I basically told him what you did, but with the addendum that I would send a little extra aggro his way.

I actually did try to kill his character. It was during this fairly tense "escape" scene where the PCs had just stolen an artifact from the Troll Queen and were fleeing her lair as she was using ritual magic to summon the powers of darkness to stop them. She was calling upon the power of an ancient being (somewhat akin to Azathoth of the Cthulhu mythos, or Tharizdun) - an ongoing theme in the game world.

Anyway, black tentacles of doom, zombie swarms; the works. This fellow interposed his PC between any evil thing he could find, and I certainly did my best to help him, even as the cavern was coming down around them. Lady luck is fickle though, and he basically steamrolled through everything. He was disappointed at first, but after the session, we were talking about it and decided that it actually made for an even more interesting arc for his character.

It reinvigorated his interest in playing that character (though he still is unhappy with the mechanical elements of him and will be respeccing from Slayer to Berserker Barbarian).

I'm not sure what that anecdote has to do with the core of this thread, other than that both your example and mine were heavily scene-framed events. I think the framing I used was obvious and a bit contrived, but I didn't force any actions and things more or less unfolded organically. That said, the players had some unique and independent goals, some of which was initiated by me, and contrary to some of the advice in this thread, I kept that information secret from the rest of the group.

Not sure what the group thought about it; it was the end of that particular arc in the campaign, and seemed to end well enough.
 

@Bedrockgames That's a very clear post and thank you for it. I think I understand you well. Quick thought and a question.

When you're reading a book, you have significant authorial control over the shared imaginary space. The author sets the scene but you in-fill a considerable portion of the color. This space is all yours though as you share it with no one. As such, there is no chance for this imaginary space to be "wrong" and/or suffer correction through an arbitration process.

This parallels gaming tables in that a GM cannot fully convey circumnavigated sensory information to players. As such, each player interprets the GM's words and in-fills the gaps in sensory information with their own "takes". However, unlike in a book, the imaginary space is shared. Following that, the more granular and "accounted for" you expect the temporal scale to be and the more granular and precise you expect the causal logic of task resolution to be, the more opportunity there will be for "out of sync" player interpretations of the shared imaginary space. As such, the more "in sync" each player is required to be with each other...and those players collectively to their GM. Otherwise, the system becomes loaded with a large amount of "out of sync" entropy potential which will inevitably become manifest, resulting in "jarring" or "immersion rattling" imaginary space dissonance amidst the group. Bob sees a tree here, Jack sees it there, Sally has the whole thing turned around in her mind and thought things were taking place the next morning (when she has her spells and when the guard is out on patrol) when everyone planned on doing it that night (when the guard is knee deep in their cups and apt to be worthless).

Do you agree with that?

If so, do you think Scene-Framing can help with that? There, the temporal scale is much less granular and much less accounted for and is basically a contrivance of the scene's requirements. Causal logic constraints are also looser. Here, stakes and genre tropes take precedence. If you had a classic simulationist game (Classic Traveler or Rolemaster), loosened up the temporal accounting, slightly loosened the causal logic constraints (not unbounding...just loosening) while upping the stakes and genre trope interests relative to those prior two...do you think you could enjoy such a scene based playstyle? Or is the temporal scale (every transition scene must be accounted for) and extremely rigid, causal logic interpretation of task resolution mandatory for you such that a scene-framed game couldn't work for you?
 

I don't think it would help, at least it wouldn't help me. Others might feel differently. For myself having causal connections between events in the game is critical. The issue of people being out of sync isn't really that much of a problem for me. As I said before, it isn't a militant adherence to first person. You will occasionally have questions passed back and forth between game master and players. Generally once the group has played together for a bit they know how to read each other and have an easy time staying on the same page. Sure it's possible for people to get caught up in those details and for confusion to arise but Zi find that any out-sync-edness that may occur simply doesn't make a big enough impact to be noticed. (Ie bob may be picturing a red chair while I may be picturing s blue one but neither of us know or care about that difference).

i wouldn't label it scene framing, but the essoterrorist rule book talks a lot about transitioning from scene to scene. I ran it and found I just couldn't do that. For me thinking of the game in terms of scenes simply doesn't work. The way I run a game is very cause and effect based. In general my group had a very difficult time adapting to the game---and that was still pretty traditional.
 

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