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

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I agree. I can understand the "heroes with even bigger guns" paradigm. I don't disagree with it, but I think that Epic needs more. Like you said support in a DMG3 that covered the actual change of scale would have been welcome.

Another thing that I absolutely agree with you is that the standard 10 level tier has the potential to be just the same. I would not have minded an Epic Tier that covered only 3-5 levels.

At the risk of being somewhat OT I feel that the 30 level 3-Tier setup was a bit overkill. 20 levels always sufficed in the old days and it would have lead to less need for 'filler' in the various classes, etc. Exactly where 'epic' would begin in that setup I'm not sure. Maybe go with 18 levels with the top 5 or so being epic. That would correspond well with AD&D where 13th level or so is where things started to get 'wonky'. Characters could have their apotheosis at 18th and there could always be an Immortals-like game beyond that for whoever wants to play it.
 

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pemerton

Legend
I always find these comments/warnings about Epic interesting. The PCs in my game are half-way through 20th at the moment, so Epic is just around the corner. . .
 

For the Epic tier of my current game I'm going the Quantum Leap, Stephen King's 11/22/63 route with the PC's working as time-jumping agents, going through cosmological cornerstones, trying to undo the lynchpin that sent a cataclysmic butterfly effect into motion...and then dealing with the effects of each of their retcons as they manifest in their new time continuum. Using Grandmaster Training Rules to give them thematic powers (instead of magic items) relevant to the play at hand. We've using the content of play to contrive their Epic Destiny abilities and powers organically (they're supernaturally marked by their imprint on the retconned cosmology...kind of like contracting the Spellplague in FR and getting relevant powers). Its working out so far and feeling sufficiently Epic but the Epic Destiny portion is a bit of a hack. The mass combat rule system I worked out certainly made the gateway into Epic sufficiently awesome.

Does 4e support Epic play or just more of the same? The Skill Challenge conflict resolution framework is so malleable that you can skin it to all manner of content. Everything else that makes 4e a great game is still in play. Unfortunately though, I have questions if, on the whole, Epic Destinies have the thematic potency of Paragon Paths to sufficiently embolden their tier of play. Paragon Paths support that tier of play beautifully. Epic Destinies, while extraordinarily powerful and transcendent probably need to do more to mechanically and functionally support Epic tier play. Don't get me wrong, there are some good ones; see Darklord and Exalted Angel. However, the fluff needs to formally support things a bit better (like the Background "power" in 5e). Darklord and Exalted Angel are examples of that.
 

JustinAlexander

First Post
As Lewis Pulsipher in particular emphasised in some of his early White Dwarf articles, if the GM is to be fair to players who have access to these spells then the GM has to map out, in advance, those areas of the dungeon that the PCs might explore by use of them. So then the cautious player whose PC detects first gets the benefit of that; and the rash player whose PC just blunders in gets the consequences of his/her rashness.

That level of preparation is pretty much the opposite of a scene-framing approach, which is all about placing and modulating challenges and rewards in resopnse to the ongoing dynamics of play, rather than laying it all out in advance.​


For those struggling to understand strong scene-framing techniques like pemerton's, looking at this passage is key: The fundamental technique involves taking control of the PCs, railroading them through decision points "off-screen", and then continuing the action at the point where you've delivered them to a place of excitement/interest.

Pemerton and S'mon seem to be advocating an open handling of the scene itself, but other practitioners will actually go even further and frame the scene so that its purpose is to reach a specific outcome. In either case, once the outcome of the scene has been determined the railroading/framing happens again and the next scene begins.

The reason this is confusing for a lot of people is that:

(1) Pemerton confuses the issue significantly by also applying the term "scene-framing" to a number of completely unrelated techniques (particularly the "if a player asks if something is present, say yes" narrative sharing technique that dates back to Feng Shui).

(2) Scene-framing is really more of a continuum of pacing techniques coupled to motivation. So most people respond to discussions like this by saying, "Doesn't everybody do that?" Because, actually, everybody does it.

At one end of this continuum you have a pure, old school dungeoncrawl: There is no time-skipping. Essentially every single action is catalogued.

Once people get out of the dungeon, though, the GM quickly realizes that this technique doesn't work. That's where you get interactions that look like this:


GM: You're at the city gate. Whaddya wanna do?
Player: We go to the Tavern of the Lonely Wench.
GM: You're at the tavern.

Whoa. What just happened? We skipped over a whole bunch of stuff and -- bam! -- framed a new scene at the tavern.

In this middle-range of scene-framing, the GM is mainly looking to skip to the next meaningful decision point. The exact route by which the PCs went to the Tavern of the Lonely Wench isn't a meaningful decision, so we skip it.

At this level of scene-framing, the main consideration for the DM is: "Does anything interrupt the stated intention of the PCs?" For example, do they get ambushed on their way to the Lonely Wench. Or run into an old friend. Or have an opportunity to pick a pocket. Or see someone being press ganged into the Imperial Navy. And this is where motivation comes in: Do you determine interrupting events using a random table of simulated events? To key the next plot arc? Because you prepped a timeline? Whim? Because you want to activate a tag on one of the PCs?

As we begin moving further up the scene-framing continuum, what basically happens is that the threshold of interest required to frame the next beat is cranked up. Here's a slight example of that:


GM: You're at the city gate. Whaddya wanna do?
Player: We go looking for a tavern.
GM: Okay, you're in the Tavern of the Lonely Wench.

Spot the difference? The GM decided that the decision of which tavern they want to go to is irrelevant, so he skipped it, picked the tavern for them, and started the next scene. If he'd decided not to frame the scene quite so hard, he could have asked, "You want an upscale joint or a down-scale joint?" Or maybe offered them a selection of specific taverns and allowed them to choose.

The harder you frame, the higher the level of required interest needs to be before we stop fast-forwarding, and the more decisions get skipped. For example, maybe the GM decides that the tavern is completely boring and instead we get:


GM: You're at the city gate.
Player: We go looking for the tavern.
GM: You party long and hard into the night, so you're still a little hung-over the next morning when you're shopping for supplies at Dink's store and spot a shoplifter slipping a gold watch into his pocket.

And we can keep cranking:


Player: Okay, we're done here. We head back to town.
GM: Okay. It's two weeks later and you're shopping for supplies at Dink's store. You spot a shoplifter slipping a gold watch into his pocket. You shout, "STOP THIEF!" and he starts running for the door. Whaddya do?

And the more you crank it up, the larger the influence of the GM's motivations becomes. You'll also tend to see a decrease in even bothering to ask the players what they want to do next, because it will generally be irrelevant and over-ridden.

What also tends to happen at this point is that the game or GM will start introducing more STG / narrative control mechanics or techniques: The GM is taking so much control away from the players that it's necessary to compensate by giving them back control in other ways.

Of course, in actual practice GMs will vary the pace of their scene-framing considerably depending on context and circumstance.
 

S'mon

Legend
[/INDENT]
Pemerton and S'mon seem to be advocating an open handling of the scene itself, but other practitioners will actually go even further and frame the scene so that its purpose is to reach a specific outcome.

That would be railroading, and would destroy the point of doing it. The 'shuttle-from-prewritten scene to prewritten scene' '90s approach has been consistently criticised by pemerton and I doubt you'll find any defenders here. The harder a scene is framed, the more open its resolution needs to be, if it is to be satisfying.

Personally my scene framing is extremely light, hence all the 'so what?' comments upthread. For me it's the departure from the pure procedural play I'm used to (for me the '90s never happened) that is significant, in particular that I have learned that 4e suits this style, that it plays differently from pre-4e D&D and suits different techniques.
 

pemerton

Legend
The fundamental technique involves taking control of the PCs, railroading them through decision points "off-screen", and then continuing the action at the point where you've delivered them to a place of excitement/interest.
First, you might be confusing me with [MENTION=99817]chaochou[/MENTION]. Various strengths of scene-framing were discussed upthread, starting with post 31 from chaochou. Compared to what chaochou describes in that post I'm pretty light-touch.

Second, I don't know what "railroad" is doing there. There are a lot of variables in play: what backstory do the players have access to (or the ability to create)? What is the table's aproach to takebacks or calls to rewind? Chaochou signalled his approach to this in post 41 - he allows the player to retcon in earlier decisions (in his example, buying a shotgun) but then brings the focus back to the framed scene. I gave an example of my own approach in posts 22 & 275, and I'd be interested to be told wherein the railroading is to be found.

Pemerton and S'mon seem to be advocating an open handling of the scene itself, but other practitioners will actually go even further and frame the scene so that its purpose is to reach a specific outcome.
Which practitioners do you have in mind? My approach is influnced by Ron Edwards and Paul Czege (posts on the Forge); by Maelstrom Storytelling (author's name escapes me), Burning Wheel (Luke Crane) and HeroWars/Quest (Robin Laws). None of them talks about reaching a specific outcome. I've also recently pickup up Marvel Hoeric, and Cam Banks doesn't talk about reaching a specific outcome either.

Pemerton confuses the issue significantly by also applying the term "scene-framing" to a number of completely unrelated techniques (particularly the "if a player asks if something is present, say yes" narrative sharing technique that dates back to Feng Shui).
Could you provide a quote that evinces this confusion? "Saying yes" in world creation is, as far as I can see, independent of scene-framing, although depends upon a certain abstraction in the GM's description of situations similar to that required for scene-framing play. And I'm pretty sure I noted upthread (or maybe in the "4e fantastic game" thread that has run in parallel) that 4e has no mechanics quite analogous to BW's "Wise" skills, Marvel Heroic's asset and resource mechanics, etc.

Scene-framing is really more of a continuum of pacing techniques coupled to motivation. So most people respond to discussions like this by saying, "Doesn't everybody do that?" Because, actually, everybody does it.
I don't agree with this. The essence of the scene-framing approach that S'mon described in his OP, and that I and others have discussed with him over the course of this thread, is (i) flexibiity as to backstory, reveals and future conflicts, and (ii) response to players' demonstrated interests/hooks in making choices about scene-framing (which also lock-in backstory, reveals and what hitherto was the future). See post 73 upthread, which quotes Eero Tuovinen on "The standard narrativistic model" (and also post 13, where I quote a relevant passage from Paul Czege).

At one end of this continuum you have a pure, old school dungeoncrawl: There is no time-skipping. Essentially every single action is catalogued.
This isn't really true, though. For instance, the precise footsteps of each PC aren't catalogued - this is one source of such conflicts at the table as debates over who was stepping where with enough force to trigger the pit trap or the tripwire.

Also, there is the rule in classic D&D that every combat takes a turn, and hence triggers a certain progression along the "counter" for wandering monster checks.

All RPGs need formal or informal techniques for handling the passage of ingame time that is not played out, and for handling questions of narrative detail ('Was I stomping or tip-toeing?") that become relevant to action resolution but were not specified prior to becoming relevant for that purpose.

The harder you frame, the higher the level of required interest needs to be before we stop fast-forwarding, and the more decisions get skipped.
That's one way of looking at it, I guess.

Here's another way, though. How many taverns does the settlement have? GMs since gaming began have set up villages and towns with only one inn, so that the PCs will go there and hence the GM can trigger some interesting conflict that takes the inn, the innkeeper and/or some other customer as an element.

One feature of a scene-framing approach is that it treats the following two approaches to backstory and situation as equivalent:

* You're looking for an inn? OK, there's one inn - the Green Griffon.

* You're looking for an inn? OK, you end up at the Green Griffon.​

Now for Lewis Pulsipher these are very different, because he expects that the GM will have each inn at least notionally statted out (or randomly generated on the spot if stats aren't available) so that the players, via their PCs, can scope it out for traps, evil etc. A scene-framing game can't work with those sorts of exploration heavy mechanics (as I discussed upthread in post 21) - thankfully for the would-be scene-framer, 4e mostly drops them.

In a scene-framing game, the GM's role is to go where the action is. If that's the Green Griffon, that's where you go. Whether you achieve that by modulating backstory (the Green Griffon is the only inn) or by narrating how things unfold (the PCs end up at the Green Griffon) is secondary. Both are exercises of authority within the purview of the GM.

maybe the GM decides that the tavern is completely boring and instead we get:


GM: You're at the city gate.
Player: We go looking for the tavern.
GM: You party long and hard into the night, so you're still a little hung-over the next morning when you're shopping for supplies at Dink's store and spot a shoplifter slipping a gold watch into his pocket.
As you've presented it that looks like bad GMing. What has Dink's store got to do with anything? The players signalled interest in a tavern, not a store.

I'm reminded of the folloing post by Ron Edwards, replying to a poster concerned about player and GM authority over scene-framing:

It's not the distributed or not-distributed aspect of situational authority you're concerned with, it's your trust at the table, as a group, that your situations in the S[hared]I[maginary]S[pace] are worth anyone's time. Bluntly, you guys ought to work on that.​

One principal skill in scene-framing GMing (as Eero Tuovinen notes in the blog I quoted upthread, and as Edwards points out here) is to be able to frame scenes that are worth anyone's time. The GM has to be good at gonig where the action is, and at introudcing complications and bringing out consequences, that make for interesting rather than boring play.

And we can keep cranking:


Player: Okay, we're done here. We head back to town.
GM: Okay. It's two weeks later and you're shopping for supplies at Dink's store. You spot a shoplifter slipping a gold watch into his pocket. You shout, "STOP THIEF!" and he starts running for the door. Whaddya do?
Can you give any example of a post, or of published GMing advice, which would suggest that this is a good approach? Or has anything to do with scene-framing?

Here is a relevant discussion in Marvel Heroic (Operations Manual p 34):

An Action Scene might begin in media res, in the middle of the action - Thor and his Warriors Three are already in the midst of a titanic battle with Frost Giants, or Cyclops and the X-Men are already three hours into the middle of the diplomatic encounter [between agetns of the Shi'ar and Kree empires). What's important is that this is where the real action starts. . .

You [the GM] should ask directed questions of the players, encouraging them to describe what their hero is doing . . . You might even establish a particular fact at the same time: "You're with the officers of the Imperial Force. Hoow did you agree to this position?"

If you're a player, you should allow for some relaxation of control over your hero for this purpose, because after this point everything you do and say is up to you and the roll of the dice. If the Watcher [ie the GM] asks you, "How did you agree to this position?" use that as an opportunity to build on the story. You might say, "Cyclops wants to see the big picture, so he's staying back to be sure his tactical genius is put to good use." Or, "Cyclops doesn't trust the Sh'iar officers, so he's staying near them in case they decide to pull a fast one on his team."​

There are at least a couple of important points here. One is about a clear allocation of player and GM authority over situation. The other is about the importance of going where the action is, and framing scenes that express and relate to the evinced concerns of the players (evinced via backstory and play of their PCs). Thor and the Warriors Three aren't in the middle of a carpark arguing about pizza money - they're in the midst of a titanic battle with Frost Giants!

Unless Dink's supply store is a whole lot more significant than your examples are painting it as being, I'm seeing your examples as just bad GMing.

You'll also tend to see a decrease in even bothering to ask the players what they want to do next, because it will generally be irrelevant and over-ridden.
What examples of play, or games, do you have in mind?

From Marvel Heroic again (p 40):

Transition Scenes allow the characters involved to do something with what they've learned before the next conflict is met head-on. . .

[A] Transition Scene's purpose is to determine what the next Action Scene is. If this is already settled, then the Transition Scene helps to put that into context. . .

t's your responsibility to frame Transition Scenes just like you would any Action Scene. Start out be asking directed questions of the players. You want them to decide what their heroes are doing and how they're using their resources . . .


That advice certainly doesn't bear out your claim.

What also tends to happen at this point is that the game or GM will start introducing more STG / narrative control mechanics or techniques: The GM is taking so much control away from the players that it's necessary to compensate by giving them back control in other ways.
Ahh. This is the point where we learn we're not actually playng an RPG. I wondered when it was coming!
 
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S'mon

Legend
What I find weird about Justin's post is that he conflates scene-framing with railroading (GM determines all scenes and their required outcome) and condemns it on that basis, yet his blog has lots of old rave reviews of '90s ganes that do actually advocate railroading! :erm: I have Heavy Gear, for instance, and it's not the worst offender, but all that Maintain the Metaplot and This NPC Cannot Die stuff is just awful. An even worse case is '90s Chaosium; I have or had the Stormbringer adventure Rogue Mistress and it is the worst railroad I have ever seen, complete with untouchable author's-pet NPC.
What we are talking about is the opposite of that.
 

S'mon

Legend
Now for Lewis Pulsipher these are very different, because he expects that the GM will have each inn at least notionally statted out (or randomly generated on the spot if stats aren't available) so that the players, via their PCs, can scope it out for traps, evil etc. A scene-framing game can't work with those sorts of exploration heavy mechanics (as I discussed upthread in post 21) - thankfully for the would-be scene-framer, 4e mostly drops them.

Yes, this is one reason it works better in 4e.
A big problem for the Pathfinder Adventure Paths is that they tend to be built around cool scenes - the authors usually try to leave the outcome open (avoid railroading), it's nothing like '90s drek, but still pretty linear design. And this design works terribly with the magical resources of 3e/PF, which are Pulsipherian 1e on steroids. 3e/PF PCs have huge resources available for derailing the typical Adventure Path plot, so a lot of AP space is spent on advising GMs on how to avoid/nerf/negate the PCs' Pulsipherian Powers. From what I can tell this is far less of an issue with 4e; 4e fits far closer into the APs' design assumptions.

Edit: Although I still have to do work on opening out the adventures and avoid linearity, which I dislike. It looks like the best approach is to treat most of each adventure as a buffet of possible events, but allow that many may not actually happen, and that lots of other non-scripted stuff will happen. So more of a loose framework than a choo-choo train.
 
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For those struggling to understand strong scene-framing techniques like pemerton's, looking at this passage is key: The fundamental technique involves taking control of the PCs, railroading them through decision points "off-screen", and then continuing the action at the point where you've delivered them to a place of excitement/interest.

Who decides what constitutes a 'decision point' in Pemerton's group - you or them? Who gets to say whether a decision point has been skipped in his game - you or them? Whose opinion matters in his game - yours or theirs?

The answer, of course, is 'them'. You don't get to say what constitutes 'railroading through decision points' in any game other than your own. What they, or I, call a decision point can be markedly different to what you do.

Scene-framing: The fundamental technique involves a player communicating their character/s motives, goals, intentions, flaws, weaknesses, dependencies, relationships or obligations, and the GM enabling their characterisation by creating an interesting or exciting decision point based around it.

Merely 'skipping time' is not, of itself, scene-framing, it's a by-product of scene-framing. Characterisation is the focus of scene-framing, not time.
 

I'm not really sure what post 404 is meant to add here. The exploratory play and scene-framing spectra at far ends of a continuum was outlined by myself, Neonchameleon and others early on in this thread so nothing new there.

However, there is a decent bit of disinformation regarding "railroading" that I think harkens back to White Wolf games or 2e play that doesn't really represent scene-framed play. Hard, unrelenting scene-framing may "seem" railroady without context but there is strict insurance against that in the way of techniques and player resources in "story-games"; Beliefs, Instincts, player authored Kickers, hard-coded Background/Theme and all other activatable and passive resources, intra-scene decisions by players (and their mechanical resolution), and finally, the narrative context (which will emerge from play) from prior scenes.

These things are specifically on the table to create coherent play and provide players insurance against GM-forced thematic dissonance or GM co-opting of player decision-making and narrative influence. If these things are violated and the GM utterly ignores these techniques and resources, that doesn't say anything about scene-framing...it just says you've got a bad GM who exercises poor judgement and ignores techniques, resources and rules.

A player has the following Instinct (basically a readied action whereby it either automatically happens or we roll a contest); "If a thug tries to bully an innocent or an ally, I interpose myself reflexively." I, as GM, bang out an opener that starts with "You see the thieves' guild hired muscle cut down the nearest alley after he shook down the farmer" then I've violated the rules, the spirit of play, and likely established, narrative precedents. If, instead, it opens as "Your eyes are instinctively drawn to a street tough moving in on a farmer peddling his wares from the back of his cart, your feet are in motion before your brain registers the act"...then I've done my job. That is not railroading. That is player-driven and may also have prior narrative presedent.
 

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