So I'm reading Eero's Standard Narrativistic Model (
https://isabout.wordpress.com/2010/02/16/the-pitfalls-of-narrative-technique-in-rpg-play/) and he seems to specifically be promoting a GM-driven game:
"These games are tremendously fun, and they form a very discrete family of games wherein many techniques are interchangeable between the games. The most important common trait these games share is the GM authority over backstory and dramatic coordination (I talk of these two extensively in Solar System, which is also a game of this ilk), which powers the GM uses to put the player characters into pertinent choice situations. Can you see how this underlying fundamental structure is undermined by undiscretionary use of narrative sharing?"
His specific point, supported by all of the analysis before the outline of his structure, is that in order to have a "Story Now" game, the GM must have control over the story.
No it's not. As you've quoted, he talks about GM authority over
backstory and
dramatic coordination. This is not control over story.
The same sort of GM authority is described by Luke Crane in the BW rulebooks that I quoted upthread:
From the rulebook (Revised p 268; Gold p 551 - the text is the same in both editions):
In Burning Wheel, it is the GM's job to interpret all of the various intents of the players' actions and mesh them into a cohesive whole that fits within the context of the game. He's got to make sure that all the player wackiness abides by the rules. When it doesn't, he must guide the wayward players gently back into the fold. Often this requires negotiating an action or intent until both player and GM are satisfied that it fits both the concept and the mood of the game.
Also, the GM is in a unique position. He can see the big picture - what the players are doing, as well as what the opposition is up to and plans to do. His perspective grants the power to hold off one action, while another player moves forward so that the two pieces intersect dramatically at the table. More than any other player, the GM controls the flow and pacing of the game. He has the power to begin and end scenes, to present challenges and instigate conflicts. It's a heady responsibility, but utterly worthwhile.
The "power to being and end scenes, to present challenges and instigate conflicts", and "to hold off one action" is what Eero Tuovinen calls
dramatic coordination. The GM's knowledge of "the big picture" is what Eero Tuovinen calls
authority over backstory.
Burning Wheel is an instance of the "standard narrativistic model" - and neither Luke Crane nor Eero Tuovinen is talking about
GM control over the story. "Story" (or "plot") is the upshot of actual play, in which players make choices for their PCs in response to the situations framed by the GM. Here is Luke Crane's account of it (from the GM side):
Most important, the GM is response for introducing complications to the story and consequences to the players' choices. Burning Wheel is all about choices - from the minute you start creating a character, you are making hard choices. Once play begins, as players choose their path, it is the GM's job to meaningfully inject resonant ramifications into play.
And here is
Eero Tuovinen's (more technically elaborated) account of the same process:
One of the players is a gamemaster whose 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.
I've bolded some key passages -
the players establish the concrete characters, and hence the dramatic needs. The GM "goes where the action is" ie frames scenes that are interesting in relation to those dramatic needs, that have been established by the players.
The players then make choices, which have consequences - and those consequences (and their interaction with dramatic needs) provide the context for further framing. This is why I call it "player-driven": it is
the players who establish the focus of play, and whose choices for their PCs drive play.
The sort of thing he is talking about is
defeated by the GM's use of secret backstory to determine consequences of action declarations. Because at that point it is no longer a case of the GM "going where the action is" ie framing and narrating in response to dramatic need
as established by the players in the build and play of their PCs.
His further elaboration seems to specifically support the sort of game I like to run:
"The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook. And it works, but only as long as you do not require the player to take part in determining the backstory and moments of choice. If the player character is engaged in a deadly duel with the evil villain of the story, you do not ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father. The correct heuristic is to throw out the claim of fatherhood if it seems like a challenging revelation for the character, not ask the player whether he’s OK with it – asking him is the same as telling him to stop considering the scene in terms of what his character wants and requiring him to take an objective stance on what is “best for the story”. Consensus is a poor tool in driving excitement, a roleplaying game does not have teeth if you stop to ask the other players if it’s OK to actually challenge their characters."
That the "holy grail of RPG design" is that the player's viewpoint is that the entire game is based around "nothing by choices made in playing his character."
By this measure, that the player is always in character, and making decisions as that character, then the methods the DM uses to present the world, events, encounters, etc. are irrelevant.
The method that the GM uses to present the world, events, etc is absolutely central. Here are the key passages again, with some highlighting:
One of the players is a gamemaster whose 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.
The GM . . . needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules, such as pre-prepared relationship maps (helps with backstory), bangs (helps with provoking thematic choice) and pure experience (helps with determining consequences).
This is what makes it
story now. The aspiration is that every moment of play is a story, in the sense that something is happening that matters to the dramatic needs of these characters; and that this is achieved by
the players playing the characters they have built and the GM
framing scenes and
adjudicating action declarations[ made by the players for their PCs. If the GM is framing scenes (eg moments of haggling, or marauding wolves) that don't speak to anyone character's dramatic needs, then we don't have story
now. If the GM is adjudicating results not by reference to action declarations that express dramatic need, but rather by reference to secret backstory, then we don't have
story now.
I think Eero's Model has some contradictions. If one of the roles is to:
"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."
Then how can the story be "nothing by choices made by playing (the) character?" As soon as the DM fades to black at the end of one framed scene, then fades up on the next scene, you've removed a big chunk of player decisions from the game. Sure, it might make for a great story, but it's now the DM's story, not the PC's.
Well, I can report that there is no contradiction, as I (and many others) run games in this fashion.
You have misquoted Eero Tuovinen. He doesn't say that "the story is nothing but choices made by playing the character". He says that "from the player’s viewpoint . . . he can create an amazing story with nothing but choices made in playing his character." That is, the player doesn't have to make any effort to create a story other than by playing his/her PC.
And the GM doesn't have to make any effort to create a story other than by framing the PCs into scenes that speak to dramatic need. (Eg the GM doesn't need a whole lot of notes such as one might find in a typical "event-driven" module.)
The story emerges from the sequence of
situation ->
choices ->
action declarations ->
consequences ->
new situation -> etc. What is crucial to this is that the situation, at each point, speaks to dramatic need as established by build and play of the PCs.
It is therefore the exact opposite of most event-driven modules that I am familiar with, which are replete with devices (like back-up clues, back-up BBEGs, etc) all intended to ensure that whatever the outcomes of action declarations,
nothing will change and the situation will remain constant.
Where I think this theory is wrong is in not allowing the player to determine the "moments of choice." I totally agree that you should not "ask the player to determine whether it would be “cool” if the villain were revealed to be the player character’s father." And if all he's talking about is deciding as the DM when to reveal information like this, then I'm fine with it.
It's really his procedural description that I have some issue with, particularly the bolded selection:
"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."
His holy grail is that the players can make decisions entirely as the characters (which I agree 100% with), but then takes away some of that ability to make decisions by instructing the DM to frame the scenes, and implying that the only scenes that should remain are those that is "interesting" in "relation to the premise of the setting or character."
But the only people that should be deciding whether it's interesting or not is the players.
I'm not sure what you think the force of the
should is. And I'm not sure what method you have in mind either.
In the "standard narrativistic model", the "players [establish] concrete characters, situations and backstory in whatever manner a given game ascribes". As part of this, the players inform the GM what the dramatic needs of the PCs are. The GM is then obliged to frame a scene that speaks to this.
Luke Crane describes the same thing in these terms in the BW rulebooks:
The next page of both rulebooks goes on to discuss "the sacred and most holy role of the players", who "have a number of duties", to:
[O]ffer hooks to their GM and the other players in the form of Beliefs, Instincts and Traits . . .
[L]et the character develop as play advances . . . don't write a [PC] history in which all the adventure has already happened . . .
se their character to drive the story forward - to resolve conflicts and create new ones . . . to push and risk their characters, so they grow and change in surprising ways . . .
The players offer hooks; the GM uses those hooks to frame scenes.
If the players, in fact, find the situation the GM frames unengaging (which can happen - humanity is frail, after all) then Luke Crane has the following advice:
Use the mechanics . . .
If the story doesn't interest you, it's your job to create interesting situations and involve yourself.
But the player, in creating those interesting situations, is nevertheless going to have to work with what the GM has provided, because games run on this model do not require, nor empower, the player to take part in determining the backstory and moments of choice. The player cannot frame his/her own challenge (that's the Czege Principle being applied).
I can't tell you how many games I've seen where a DM was running a published or pre-planned adventure, and the DM had put something of great importance in front of the PCs, only for them to completely ignore it and go someplace else entirely.
This is the exact opposite of the "standard narrativistic model". This is the sort of railroading play that the model is a reaction against.
There is no pre-planning of the sort you describe here in the "standard narrativistic model". Because all subsequent framing depends on prior consequences, and hence on prior choices plus the process of resolution. And so can't be known in advance.
This is why Tuovinen stresses that an important GM skill is to "figure out consequences". Whereas the whole point of the sort of published adventure you describe is to make consequences irrelevant because everything has been worked out in advance.
The only place where I think Eero misses is that the players should be in control of the story.
No one is in control of the story. It emerges from the process of situation -> choices -> action declarations -> consequences -> new situation -> etc - until, as he says, "all outstanding issues have been resolved and the story naturally reaches an end". It is the players who decide what those outstanding issues are. This is why I describe this sort of RPGing as "player-driven".