instead of providing clearly articulated points, you've provided play examples from your own games where there's 'always more to the story' than what you've chosen to present.
I have repeatedly stated a clear point: no secret backstory as a consideration in action resolution.
What is unclear about that?
And I've provided actual play reports: I've linked to plenty in this thread; I've given you actual play examples in the post you replied to; I can provide more links if you like - I think I have more actual play threads on these boards than any other poster.
I'm not seen any real difference in kind between your presentation of 'framing' and what Lanefan describes as his method
Well, [MENTION=29398]Lanefan[/MENTION] clearly sees a difference, since - not very far upthread - he described me as using a "flawed system" in treating the skill challenge involving the advisor and the baron as establishing finality in respect of that matter.
the Advisor conflict is set as (and here I feel I have to delve into overly precise language to avoid a pedantic response) the DM, to support the authored goals of the Advisor NPC, is authoring fiction that establishes the entire premise of the conflict.
I described the premise of the conflict in the post you replied to: the PCs are fighting goblins. The advisor comes into the game as the leader of the goblin army.
The backstory of the advisor is built up, over the course of play, initially - as I said - as colour, but then evolving into part of the framing.
Authoring backstory in the course of play, as part of establishing the colour around conflicts, the motivations of NPC actors, etc, is pretty-much the opposite of pre-authoring secret backstory and then using it to adjudicate action resolution.
This premise isn't just framing, as you claim, because it persists through multiple conflicts
What does this have to do with whether or not it is framing? In an ongoing campaign, story elements persist from scene to scene, from session to session. That is part of what makes something a campaign.
whatever the players did in regards to the goblin attack gave them information about yellow robed wizards; whatever the players did in the tunnel under the fortress, they found more yellow wizard information; this all fed into the pinnacle scene described of trying to force the Advisor (the yellow robed wizard, I'm assuming) to out himself.
Yes, over the course of play the PCs (and thereby the players) learn new things about the yellow-robed wizard. This is how ongoing RPG play works. The players engage situations via their PCs. Backstory develops; goals are formed, pursued, altered, sometimes achieved.
In the game, other things have been learned too. The PCs have learned more about the Rod of Seven Parts. They've learned more about Torog, Orcus, Lolth and the Queen of Chaos. They've learned more about devils, duergar and their relationship. They've learned a lot more about the Raven Queen.
Most of my games involve this. In my MHRP campaign, the PCs learned things too: they learned that Clan Yashida was behind an attempt to steal Stark technology that was on display in the Smithsonian. This led them to break into a Clan Yashida office building in Tokyo. They also learned that Doctor Doom was behind a separate attempt to steal this technology, and furthermore that he had kidnapped Mariko Yashida. That led them to break into the Latverian embassy in Washington.
The PCs learning things is a failry standard part of RPGing. It's certainly not unique to my games, or the systems that I GM. Here, eg, is a standard player move from Dungeon World:
Spout Lore
When you consult your accumulated knowledge about something, roll+Int. ✴On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. ✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful.
I don't understand what you think is the issue here.
If the players, via their action declarations for their PCs and their expressions of commitment/aspiration/etc for their PCs, are focused on XYZ, then it is the GM's job to focus the game around XYZ.
To quote Eero Tuovinen (again),
The standard narrativistic model
[The GM's] 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. . . .
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.
In the case of my main 4e game, the "action" - as established by the players' creation and play of their PCs - includes
the baron, because (among other things) the dwarf fighter/cleric "paladin" PC has establishd a relationship with him, as the notional leader of the PCs;
the leader of the goblin army, who is clearly a wizard-type, who speaks especially to the interest of the wizard/invoker PC who has already seen his own home city destroyd by humanoid armies, just as Nerath was generations ago (and the same character is carrying an ancient Nerathi artefact, the Sceptre of Law/Rod of 7 Parts);
Vecna, again because of the wizard/invoker's subtle relationship to the god of secrets. Presenting the leader of the goblin army as the baron's advisor is a natural way of interweaving these various concerns. That's part of a GM's job, in this sort of game.
The 'framing' here, the secret information you determined in advance, actually does impact the result of the challenges because it doesn't matter what the result of the challenge is, the next breadcrumb drops. This is exactly the kind of play you are decrying as railroading
What breadcrumbs are you talking about?
You seem to be assuming - and not based on anything I said - that the whole campaign was oriented towards the conflict with the advisor. That assumption is false.
As I posted in the post you replied to (and quoted), "When approaching a goblin fortress, they see a wizardly type wearing a yellow robe fly off on a flying carpet. They have heard other stories of a wizardly type in yellow robes hanging out suspiciously in the local area. . . . This begins as colour."
At a guess, the stories of the yellow-robed type hanging out suspiciously were introduced into the game in late 2009 or so, when the PCs spoke to a NPC burying dead goblins, who was able to learn the names of the dead by touching them. (This idea is from the LotFP module "Death Frost Doom".)
This "went where the action is" because many of the PCs are Raven Queen cultists. She has deliberately hidden her name to protect herself against her enemies. The ability to learn her name by touching her dead (mortal) body would therefore be very significant. The yellow-robed skulker was - as I said - a piece of colour.
Probably three or so months later - so sometime in the first hald of 2010, I would say - the PCs approached a goblin fortress (I was adapting elements of the 4e module Thunderspire Labyrinth, particularly the Chamber of Eyes). I described a yellow-robed figure flying off on a carpet as the PCs approached. I think, but am not certain after 7 years, that this was in the context of a skill challenge to approach unspotted (the only definite recollection I have of that skill challenge is that it was the first instance in our game of a successful skill check being resolved as "minionising" a NPC, so that a single hit would then take said NPC out).
This obviously drew upon the early reference to a yellow-robed skulker, and established him as the wizard leader of the goblins. (There may also have been some prior interrogation of goblin prisoners. I don't remember now.)
A year or so of play later, the PCs - having defended a village against goblin attack, with partial success - head to the city of Threshold. My presentation of the city combines three published sources: Night's Dark Terror; the Dungeon adventure Heath, with the city of Adakmi; and the 3E module Speaker in Dreams (I can't remember what name it gives to the city). I decide that the city is ruled by a baron (taken from Speaker in Dreams) in an uneasy balance of power with a patriarch (taken from Night's Dark Terror). As best I recall the players chose, at first, to ally with the patriarch. Hence, when I describe the PCs receiving an invitation to dinner with the baron, that is already applying a degree of pressure. When the players arrive at dinner and see the advisor there, and recognise him as the goblin leader, the pressure increases.
I can't remember how many hours or days before running the baron and advisor skill challenge I decided to have the baron's advisor be the PCs' yellow-robed nemesis. I just looked at a file, dated April 21st 2011, which has notes on possible background and framing elements for Threshold, and it doesn't say anthying about the evil wizard being the baron's advisor: the only comment on him is "During Baron’s funeral (or celebration), the PCs will notice Paldemar in the crowd (with Jolenta, if she survived)". So my best guess is, at that time, I hadn't thought of using the wizard as the baron's traitorous advisor.
The
actual play post is dated Thursday August 11th 2011, and refers to the session taking place "on the weekend", which would by Sunday August 7th. So some time between April 21st and August 7th - a 108 day window - I got the idea of using the wizard leader of the goblins, the PCs' nemesis, as the baron's advisor, thereby increasing the pressure of the dinner invitation.
It may be that I had that idea first, and then came up with idea of the dinner invitation to bring it into play; or it may be that I first came up with the idea of the dinner invitation - which would have been somewhere in the couple of weeks preceding August 7th - and then decided that the wizard being present, as the baron's treacherous advisor, would increase the pressure even more. I don't now recall - we are talking about stuff nearly six years ago, so I've run over a 100 RPG sessions since then.
In the OP, I characterised railroading as "the GM shaping outcomes to fit a pre-conceived narrative". I have not described - either in the post you quoted, or prior posts, or this post - any shaping of outcomes to fit a pre-conceived narrative. I have described introducing elements of colour, which - in subsequent moments of play - become elements of framing. There is no shaping of outcomes and no preconception of outcomes.
Upthread, [MENTION=29398]Lanefan[/MENTION] and some other posters (maybe [MENTION=6778044]Ilbranteloth[/MENTION]?) expresed doubt that running a game in the way I described - ie building up the backstory in response by following the players' leads, by narrating consequences of checks, by framing the PCs (and thereby the players) into conflict - could produce a coherent, rich world. I disagreed (as did some other posters, I think, eg [MENTION=99817]chaochou[/MENTION]).
You appear to be assuming that, because the skill challenge involving the advisor and the baron incorporated established backstory as part of its framing, that all that backstory must have been authored
in advance, with the purpose of pushing the players towards this event. (That is the best sense I am making of your reference to "breadcrumbs".) As I have tried to explain in this post, that (apparent) assumption is mistaken.
pemerton said:
There is no secret backstory as an element of action resolution in any of the above. The resolution follows from the framing and the checks.
I don't know that, though
You also seem to think I'm lying about how I GM. Why? Instead of accusing me of lying, you could just ask how one establishes and manages backstory without using it to adjudicate action resolution via "behind the scenes" determinations of player success or failure.