I'm a bit torn on this idea (recognizing that you're quoting it from a second-hand source, @
pemerton). On the one hand, I see the justification for avoiding "boring" scenes by bringing on adversity/conflict to have the PCs engage with. On the other hand, as a GM, I'd feel like I had failed on my part of the bargain if I hadn't
set the stakes high enough in the framing material such that those in opposition to the PCs goals are actively generating that conflict as a natural outgrowth.
I would also be uncomfortable with it in an instance where I've framed a scene, in accordance with the PCs expressed goals and prior outcomes, but the players play the characters inconsistently. Suddenly those conflicts and natural outgrowths of prior scenes become moot, or lessened in impact. Am I just supposed to toss aside the "framing" information that governs the stakes? I'd feel like I'm betraying the consistency of the NPC motivations at that point.....and that's wholly unsatisfying. I ultimately don't care how the events play out, but if pieces of scene frames are being ignored, I feel like it's my job as the GM to play out the consequences. If that happens to not play into the PC's "dramatic conflicts," tough luck; those consequences still play out.
On the whole I agree with this----but with the major caveat being that I've never, ever played or GM'd a game where these kinds of "meaningful" choices and character expressions arose where the players didn't have some degree of care and interest FOR the GM's backstory. It doesn't have to be wholesale interest in the GM's 150-page campaign backstory treatise. But it at least has to be enough for the player to say, "Hmmm, that sounds like an interesting point of conflict. Based on what the GM is telling me, I would choose to insert my character THERE. if I really want to get to the 'meaty' choices and conflicts, I have to have some sense of the how and why my PC is making those choices."
On some level this mandates the players having an understanding of what the GM is doing "naturalistically" with the game world. How do events flow around and through the PCs? What existing responsibilities and passions are the PCs invested in to justify their involvement with the "scene frames" they're interacting with? This has been a real problem in a number of campaigns I've played/run. A player creates a decent character concept, but comes up with no way that the character they've chosen would feasibly be involved in the campaign as constructed. I've then had to backfill events (usually hamfistedly and unsuccessfully) to try and keep the character involved somehow.
I've been tied up as of late so haven't been able to post much. I have some thoughts on why some folks are averse to "hard transitions", feel (I don't agree at all - SURPRISE!) that there may be some railroading going on, and feel that more (current descriptor) "naturalistic transitions" provide players with more agency. In light of the above post, take a look at the below play conversation. This is, of course, Dungeon World. Proper GMing and playing will yield a lot of hard transitions and/or conflict resolution mechanics that resolve those transitions, yielding content generation. If you care to comment on the below, please frame your commentary in terms of player agency (thematic, strategic/tactical). [MENTION=6775031]Saelorn[/MENTION] or anyone else have at it as well if you're interested.
The player is a female elven ranger from the Feywild who is tracking down a refugee family originally of Giliad's Rest (but became wild frontier settlers of a sister settlement in the unforgiving mountains above). When their frontier settlement was eerily ruined, they fled. We're reaching the climax of this adventure.
2 of her 4 bonds are:
* The layfolk of this world are brave souls, I have much to learn from them.
* I am bound by solemn oath to protect Giliad's Rest.
Her alignment statement is currently (it has been resolved prior and so she changed it to this once she figured there was despotism involved in the primary antagonism):
* Defeat a Tyrant
PLAYER: I'll defer to Otthor here. This is probably as good as we're going to get without incurring the wrath of the dragon.
As the dragon flies off to its hoard to get the satchel with the poultices and healing potions, I'll comfort the dog. It is high time that we give him a name. In talking with him, he has very little ability to communicate what the humans called him. It was good fortune that we found him when we did. Good fortune for him and for us. Therefore, I'm going to name him "Lucky". I'll promise Lucky that the trip will be short and I'll hold him the whole way up there. I'd rather have him with us and I think he'd rather be with us.
Hireling (Loyalty)
2, 6 + 2 = 10
* Hireling stands firm and carries out the order
Once finished with Lucky, I'll let Otthor know that I'm going to mark our trail with charcoal every 100 meters. I'll mark it with a cardinal direction, such as NE. There should be plenty of rocks or hard earth to mark up there. I don't know what direction we'll be heading first so just look around where the dragon sits us down at. It will be obvious.
Marking off 1 Adventuring Gear.
When the dragon returns, I'll insist on Otthor taking one of the two Healing Potions. When he relents, I'll take the satchel, say an elven blessing for both of us, bid him good luck and farewell for the moment.
When we get up top, I'm going to apply both of the Poultice and Herbs to my terrible burns. At Slow, that will take several minutes. Once done I'll get my bearings and see if there are any tracks or man-made trail signs or signs of habitation in the immediate area.
Discern Realities (Wis)
2, 3 + 2 = 7
1 question and + 1 forward when acting on it.
* What happened here recently?
GM: The dragon drops you off at what appears to be a way station for travelers once they make their way up the steep ascent that is the precarious trail to the Coldlands above. It would be a brutal trek that would take all of a day without rest. As such, it's a sure thing that all weary travelers rest here.
There is a hewn hollow into the stone face that gets folks out of the biting winds. In the hollow is a firepit and some cast iron pots/pans/ladel/spoons and a broken down spit. There is a bin in the back for food stores but there is nothing in there currently. The scree in the hollow is undisturbed by the wind so it will keep its history for some time. Three travelers came through here last, one of which was a small child. How long ago is unknown but there are no embers and no remnant food to evaluate. It had to have been more than a week.
The three traveler's trail out of here into the interior couldn't be more conspicuous.
The ground drops away at a steady decline from the way station where the entire interior is something of a massive bowl. Apparently, once upon a time the interior of these Coldlands was entirely underwater. Perhaps the climate turned dramatically and changed once wetlands into a mostly arid bog. This place probably doesn't see much precipitation as the only snow on the ground is on the upper reaches of the far peak. The bowl below you is covered by a thick bed of peat moss for as far as the eye can see, the only resilient greenery at these harsh elevations. It is almost frozen, keeping the tracks of travelers in perpetuity. There is a weathered trail right through the middle.
As you look far out on the open, half-frozen mire, you see a small group of musk deer chased down by a large snow leopard. The creature drags its kill away. From this vantage, you can see several miles into the distances. There are a pair of non-natural structures dotting the far, far end of the bowl where the ground ascends steeply to the upper reaches of this place. The walk across the half-frozen peat bog must be a grueling one and surely a breezy one as there are no obstructions to stop the wind.
Beyond that, you can see the tall peaks rising in the distance. On the tallest one, there is a tall, dark rectangle jutting up near the peak...utterly out of place with the rest of the rugged, white mountains. That must be the strange tower that the Winter Wolf told you about at the beginning of your journey.
PLAYER: Well, there is nowhere for natural predators to hide out here so we should see them coming. However, that means there is nowhere for us to hide as well. I'll mark a rock with our travel direction for Otthor and the five of us will set out through parts unknown.
I'll trivially navigate the half-frozen peat bog and do my best to keep an eye out for any signs of thinness over deep mire that may trap us. The winds are harsh so I'll keep us all close together to share our body heat. Rawr and I will be on the wind-side as I'm magically warded from the cold and he is large with a thick fur coat. That should help buffer Exel, Xanob, and Lucky. Exel and Xanob can also keep their shields up to help protect themselves and Lucky a little better.
The tracks are trivial for us to follow. Even if I wasn't here they wouldn't need a ranger to guide them. Before we set out, I'm going to gather the most sizable rocks from the scree up top. I'll put them in my satchel so I can leave markers for Otthor as we transit this bog. He should be able to follow our tracks no problem, but I'm not taking any chances.
GM: Every step crunches 6 inches or more into the permafrosted peat. If it weren't for the extreme cold, navigating this place would be beyond treacherous...nigh impassible in fact. Slogging just a few miles takes the better part of an hour...and you've still got 1/3 of the way left to go.
When you slog through the frozen mire, roll + Con. On a 10 +, you're the master of the bog! On a 7-9, choose 1 and the GM will use one of the other 2 against you.
* Your physical fortitude is up to the exhaustive effort.
* You avoid any thawed-out, quick-sinking areas.
* Nothing worse than snow leopards inhabit this bog.
You can take + 1 here as your wisdom has mitigated a lot of the misery for your crew and the magical warding of your amulet doesn't hurt either.
PLAYER: Sounds good.
Slog through the frozen mire (Con)
3, 4 + 1 (+1) = 9.
I'll take:
* You avoid any thawed-out, quick-sinking areas.
GM: The tracks continue their way straight across the bog. You can tell that there were many falls and struggles by the people that moved across it last. About a mile in they clearly sit down and rest and the little one must have been carried the rest of the way as the small prints are gone while one of the adult prints simultaneously gets a little deeper.
Nearing the end of your crossing, something changes abruptly...but not the tracks. There is a fine line of gore that literally cuts right across your path as far as the eye can see (probably from one end of the bog to the other). It is cold and freezing, but clearly relatively fresh and laying atop the tracks you're following. Flies buzz around torn flesh and maggots crawl across entrails. You can see multiple human prints, of about the same freshness. paralleling the line of gore that cuts across your path.