I said that my goals are two fold and interrelated. I want everyone to have fun. And I want the resulting play to have a 'novelistic' quality to it. By that I mean, that I want the resulting story to be memorable and powerful in the same ways that a good movie or a good novel are memorable and powerful.
Ostencibly, Luke seems to have the same goals. He certainly explicitly stats that in the foward of BW, and its implied throughout his discussion.
It's not a general part of the goals of BW - or of narrativist play in general - for the resulting output of play to have a 'novelistic' quality to it. "Memorability" isn't particular significant, and if you read the discussions in the Adventure Burner of what's memorable from play - player quips and one-liners, dramatic moments, etc - they're pretty indistinguishable (I would think) from any generic RPG experience.
As I mentioned upthread, the key word in the phrase "story now" is not
story, it's
now.
I don't think a GM needs to be granted authorial power. Authorial power is pretty much assumed to reside with the GM in any system that has a GM.
I don't know if you read [MENTION=99817]chaochou[/MENTION]'s posts a page or three upthread. But they showed an approach to GMing which involves a quite different extent and deployment of authorial power.
There have been other examples of different approaches to GM authorial role and power in this thread too, but that's probably the most striking.
note that this authorial power is granted to the GM and not the player.
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The player was embellishing the scene.
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The writer here is the player. The player is telling us that the character is a show off.
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By the rule that nothing appears in a story unless it is important to the story, if we ignore this establishing scene we are allowing bad writing.
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Maybe, Rich wanted his character to look cool crossing the bridge. But Rich in fact, like a bad writer, didn't know how to accomplish that and further adopted a character stance that was add odds with his intention - be a heroic protagonist. Instead he acted like the comic sidekick. But, perhaps we should be more fair to Rich. Maybe Rich _knew_ he was adopting the stance of a comic sidekick. Maybe the 'Say Yes' of this scene is exactly 'You fall, but your comrade grabs you just as you are about to tumble to your death'. Could we in fact 'Say Yes' that way? Wouldn't that being 'Failing forward', to use another term of art (the result of failure here is the blow to the characters ego).
The authoring in this paticular scene is shared between player and GM.
The player contributes the element that his PC is capering along the rail of the bridge. The GM contributes "and does so without falling".
The player wants to signal that his PC is a cool acrobat (as I think [MENTION=6668292]JamesonCourage[/MENTION] noted upthread, probably a movie Legolas rip-off). The player's goal is pure colour. The GM is allowing the scene to be resolved as pure colour.
If the GM had misunderstood - if the player wasn't going for pure colour - I'm sure that at Luke Crane's table that would quickly be rectified by out-of-character communication! (Which relates to a comment of Ron Edwards's that I quoted way upthread - the GM is expected to take and to respond to player suggestions.)
Another element relevant in BW play, however, is that skill/stat checks -
tests, in BW parlance - are the key to PC advancement. And the GM is under strick instructions neither to permit nor to engage in test-mongering: that is, players aren't to get tests "for free", but only when the stakes are serious. So in the scene described, another relevant consideration would be that, in crossing the bridge, nothing is at stake and hence tests (and advancement) aren't available. It is
mere colour.
In GMing 4e a lot of the BW approach could be applied, but this particular aspect of BW play would not be relevant, as PC advancement in 4e isn't a reward in the same way that it is in BW. It is more like a simple aspect of setting (as the PCs advance the setting changes and, in mechanical terms, scales up).
I'm just totally baffled. If this really is an action movie, and this is an important scene than we can be 100% sure that all the protagonists - the hero and the comic sidekick alike - are 100% certain to make it across the narrow ledge.
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Narrate past this in a single sentence because it is unimportant - no dramatic themes are at stake.
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The fact that Luke admits in this test that there is a chance of failure, and there is a potential cost here of all places, is 100% admission that we aren't playing inside a movie and there are very very important differences.
And that is not remotely contentious. As I've already mentioned upthread and reiterated in this post, there is no particular connection between narrativist play and "movie-style story as product". (And the comparison that Luke Crane makes to a movie is in terms of emotional response - "it would be like a false note in a bad action movie" - and not in terms of structural composition.)
Worse yet for me, Luke is actually in the process of deciding what is important for entirely subjective reasons
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Luke is deciding for the players what story is being told, what it means, and what roles the characters will have within it.
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I'm again struck by how the mechanics of 'Belief' and 'Instinct' are at Luke's table not being used as mechanisms player empowerment, but as mechanisms to limit and restrict player authority over exploration and over even their own character. Instead of being tools to increase the depth of character, they end up being tools of restricting character exploration.
Perhaps the bits of the picture that you're missing aren't in what I quoted, but were in the OP of the BW play advice thread in which you participated - ie that the players author Beliefs and Instincts, in consultation with one another and with the GM, as part of setting up the overall themes and focus of the campaign.
So the fact that the ledge and the lost tomb are things that matter will have been jointly established as part of the preparation for play. That's how the GM (not Luke, by the way, in this particular example) knows that the stakes are high and tests are required.
Becasue Celebrim was following the logic presented by Luke in his critique:
The Say Yes rule is difficult <snippage> grants the GM authorial power
Nowhere is there a mention of player authorial power -- a point Celebrim takes pains to call out. From what I can tell, beliefs aren't a form of authorial power -- they are levers the player can use for resolution and hooks the GM can attach the character to the world.
I didn't post the whole BW rulebook. I posted a page of advice on "say yes" in response to a request from JamesonCourage.
In the other thread on BW play advice I did post more, including on the BW approach to situation framing, "world building" (to the extent that BW contains such a thing), etc.
I also posted, upthread, a quote from Ron Edwards on the use of GMing scene-framing power in narratvist play (the key point being -
take suggestions) plus extensive passages from an Eero Tuovinen blog explaining
why in narrativist play the GM might be given that authority (namely, to preserve a certain sort of control over backstory and thereby over reveals and related narrative devices), and also the various techniques typical in narrativist play for regulating and governing that authority - in BW, these include Beliefs, Instincts and Traits plus the broader set-up phase.
A BW GM who uses "say yes" to free narrate through scenes that enliven Beliefs, Traits and Instincts while calling for tests when none of those things enlivened is, by the express word of the rulebooks,
doing it wrong.
A comparison - maybe it will misfire, who knows, but it seems apposite enough to me: the executive power enjoyed by the President in the US, or by the Prime Minister and Cabinet in Australia, is a direct descedent, in constitutional law and theory, of the pre-1688 power of the British Crown. But to argue that the introduction of electoral democracy makes no difference to the character of the exercise of that authority would strike me as (at least) odd.
looking at your your own example, "Stating a belief for a peasant that 'I'm the true king of this land' does not make it factual in the game.", that means that the player can't really say what the game is about. So yeah, while you can say that the player gets to drive the action and dictate what matters, the truth is not so much. If your belief is, "I'm the true king of this land.", and the GM's belief is, "That's ridiculous.", you may find the game playing out more like Don Quixote when what you really wanted was Morte D'Arthur.
Your first sentence is a non-sequitur. The player
has said what the game is about, namely, it's about that player's peasant PC finding out whether or not he is to be king of the land.
If the GM decides, at the start, that "that's ridiculous" then the whole game is a waste of everyone's time. Which is to say, that would be bad GMing, at least as far as BW is concerned. The Character Burner actually has a discussion of a related GMing mistake (the Belief pertained to the resurrection of the PC's dead wife, and the GM let it happen carelessly in the game, almost as mere colour, which completely pulled the rug out from under that player's participation in the game), and cautions new BW GMs against it.
I recently had a player submit a backstory that called for them to be the mortal descendent of a diety that had hitherto in the game univere celibate, and I approved that - essentially altering the mythology around one of the universe's major dieties. And the player had that idea because it's explicitly called out in my rules as a possibility. Beliefs are pathetic in their demands on the universe in comparison.
This has no bearing that I can see on how Beliefs work in BW play.
Beliefs aren't about what's true or false in the backstory. That is negotiated between participants - and elements of it (which Luke Crane calls "the big picture") left up to the GM - prior to starting play. Beliefs are constraints on the GM's framing of scenes.
We can't tell whether your approval of your player's backstory is playing any Belief-liek role until we know how the game in which that player particpated revolved (if at all) around his divine heritage, and it what ways (if any) it did so revolve.