I disagree that the model was specifically a reaction against that sort of railroading play. The model, as far as I can tell, was specifically a reaction against shared-authorship in several forms.
<snip>
He states quite clearly what he thinks the problem is, and it has nothing to do with railroading
That's the problem, for narrativistic play, of a certain sort of shared narration. But it's not the reason for inventing RPGs that follow the "standard narrativistic model".
There is no need to speculate on this matter.
Eero Tuovinen is not inventing the "standard narrativistic model". He is describing (in a post written in 2010) an approach to RPGing that was first expressly theorised at The Forge (see eg
this essay from 2003), and he is referring to the way in which
games like Sorcerer, Dogs in the Vineyard, some varieties of Heroquest, The Shadow of Yesterday, Mountain Witch, Primetime Adventures and more games than I care to name all work
Sorcerer is from 2002. It is designed by Ron Edwards, the author of the Forge essay I linked to. It is one of the earliest published expositions of the "standard narrativistic model". Ron Edwards does not make a secret of why he wanted to design this sort of game - he objected to the railroad-style play that was rampant in the late 80s and 90s RPG scene, with games like Vampire as the standard bearers.
DitV is from 2004. Its designer, Vincent Baker, also designed Apocalypse World. DitV is a fairly early and very highly regarded RPG design intended to generate
story without
railroading, in virtue of its combination of framing principles and resolution system.
HeroQuest is a successor game to HeroWars, which was designed by Robin Laws and first published in 2000. The latest edition I know of - HeroQuest revised - is from 2009. Both the HeroWars Narrator's Guide and the HQ revised book have excellent advice for running a game without secret backstory as an element in adjudication, and for how to manage "closed scene" resolution.
The earliest RPG I know of which presents a version of the "standard narrativistic model" is Maelstrom Storytelling (1997) - it is one of the "more games" that Eero Tuovinen does not care to name. You can
download a version of the core mechanic for free from DriveThruRPG. Here is Ron Edwards's description of that system, in the essay I linked to above (it opens with a quote from the Maelstrom rulebook):
From
Maelstrom (Hubris Games, 1997, author is Christian Aldridge):
Narrative Tools
... The whole premise of role-playing is the freedom the players have to take their characters in whatever direction they want. It is important to maintain this free will, and not lead the players with a heavy hand down a course only the narrator controls. Though the narrator may tell a good story, it loses the rich creative spirit of role-playing if the players have little say in what happens.
Putting aside the synecdoche ("the whole premise," etc), two key features show up in this passage as well as in the whole of the Maelstrom game text. (1) No mention is made whatever of
seeming to grant player control - it's real freedom he's talking about. (2) The freedom is specifically over what the character thinks is right and decides to do: the goal he or she brings into the current imaginary situation. The GM ("narrator" in this case) cannot wield any authority over what the characters are supposed to want, which therefore extends to a similar lack of authority over how any conflict during play is supposed to turn out.
Part of the significance of this passage is that it also shows that the "standard narrativistic model" is not at all hostile to "shared authorship" as such.
The player has freedom to decide
what the character thinks is right and decides to do. The GM
cannot wield authority over what the characters are supposed to want, which therefore means the GM has no authority over how conflicts are supposed to turn out.
Eero Tuovinen makes the same point in describing the "standard narrativistic model" (I have bolded the key phrases):
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 . . . 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.
The players, not the GM, establish concrete characters and character needs. Thus, when the GM "goes where the action is", the GM is following hooks provided by the players.
In BW character building, elements of backstory that players can establish include significant components of the setting (eg, just confining myself to the events in the OP, the existence of the sorcerous cabal and of the balrog-possessed mage were both established by a player in building his PC).
Eero Tuovinen is objecting only to
one particular aspect of shared narration, namely, the one he describes when he says that narrativistic RPGing
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 . . .
I don’t find it convincing how lightly many GMs seem to give away their backstory authority even when playing games that absolutely rely on the GM’s ability to drive home hard choices by using these same powers.
It is the GM's job to frame scenes, introduce complications, and narrate consequences. Eero Tuovinen is arguing that, given this, certain techniques don't fit with the model he is describing. But avoiding those techniques isn't the rationale of the model.
I stated: "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."
How can I misquote somebody I've copied and pasted?
I don't know how, but you've done it again. Here is the quote:
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 . . .
The holy grail, as he puts it, is that (i) the player helps create an amazing story, and does so (ii) with nothing but choices made in playing his/her PC. The reason this is able to happen is that,
prior to play, the player establishes a PC with clear dramatic needs, and that,
once play begins, the GM frames scenes and establishes consequences in a manner that "goes where the action is" ie in accordance with dramatic needs.
I'm not confused about the model. It informs basically all of my RPGing.
that's exactly the same thing you just said, and what I have been describing all along, that the players create the story by playing his/her PC. Not by authoring the backstory (secret or otherwise), and not by authoring the setting.
No. You are missing or ignoring the bits where (to quote) "the players [establish] concrete characters, situations and backstory in whatever manner a given game ascribes" and that these player-authored dramatic needs are what the GM follows in framing scenes.
You are also not addressing the various possibilities in action declaration. For instance, declaring "I look for a vessel!" or "I search for a secret door!" is the player playing his/her PC. How do we determine, though, whether or not that attempt succeeds? If the GM simply narrates failure on the basis of secret backstory ("Sorry, there's no vessel"; "You search, but find no secret doors") then how is that an instance of (to quote) the "process [of] choices lead[ing] to consequences which lead to further choices"? Or of the GM "going where the action is"?
That is not to assert that the BW/MHRP approach is the only way to handle these sorts of action declarations. DW does it differently. So does HeroWars/Quest. But no game that is interested in providing an experience that resemble Eero Tuovinen's "holy grail" is going to advocate that the GM simply draw a map and key in advance of play, and then respond to those sorts of action declarations simply by reading off those notes. Whatever sort of play experience that is going to provide, it is not an instance of Eero Tuovinen's "holy grail"!
Making the DM responsible 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." You are giving them more control over the story, or to put it a different way, taking control of the story away from the players.
Once again you seem to have missed or ignored the fact that
the players are the one's who establish those dramatic needs. But - for the very reason you have been quoting and apparently agreeing with, namely, that it is not satisfying for the player to frame his/her own conflict - it is not the players' but the GM's job to put these needs under pressure by framing scenes.
To use a metaphor, one could say that the players provide the
material - the thematic content, the dramatic needs - but the GM provides the
form - the concrete scene that puts those needs and that theme to the test.
If the GM does not do that, then either the players have to frame their own scenes or there won't be any scenes. If the players frame their own scenes with a free hand, then you get the very problem that Eero Tuovinen is describing. And if - as in classic dungeoncrawling D&D - they frame their own scenes using whatever material the GM has provided them with (and notice how that is an exact reversal of roles from the "standard narrativistic model"), then they have every incentive to minimise the pressure in those scenes (eg by searching for and disarming traps, sneaking about, avoiding needless conflict, etc). Which, whether or not it makes for fun play, does not generate
story at all.
To me, framing a scene means that there is a start and finish to the scene - the frames.
<snip>
whenever you hand over control to stop and start the scenes in order to frame them for dramatic purposes, you are also handing over control of the story to the DM
I think it is important to be clear on what Tuovinen means. He is not pioneering the terminology of "scene framing" in the RPG context. By "framing a scene" he means something in the neighbourhood of the "boxed text" in a module. Here is how Marvel Heroic RP describes the process (pp 33-35):
As the Watcher
GM: | , framing every Scene is your responsibility . . . A Scene ends when the central conflict or situation is resolved; this means you need to have a sense of what the Scene is about as you frame it. . . . If you’re the Watcher, you get things started by establishing who is present in a Scene and where. This is called framing the Scene, and it’s your chief responsibility in the game . . . Once you frame a Scene as the Watcher, it’s time to present the challenge to the players. . . . As a player, you now have the core situation - or at least the implication of one - laid out in front of you for this Scene. It’s time to drop into character, think about what your hero would do in this situation, and perhaps talk it over with the other players. | |
GM: |
Tuovinen is including "presenting the challenge" in his account of "framing the scene" - and you can see how, in the MHRP text, after the description of the GM's role in framing (including presenting the challenge) we then get the player-side description of the "standard narrativistic model": the player drops into character and responds to the situation that has been presented by the GM.
How the scene resolves is not up to the GM. That's a function of the players' action declarations for their PCs, and the outcomes of those action declarations in accordance with the resolution mechanics. To quote Tuovinen,
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.
None of these games includes a rule that just allows the GM to decide how things turn out!
By skipping everything between scene 1 and scene 2, along with the specific framing of scene 2, the DM took control of the story away from the PCs.
By PCs do you mean players?
In any event, from your description it is very hard for me to form any clear judgements, because eg I don't know anything about how scene 2 relates to dramatic needs established by the players, nor how its framing follows from consequences generated by the resolution of actions declared in scene 1.
For instance, in my 4e game the PCs were tricked by a group of undead spirits into coming close (the spirits were disguised as refugees huddled around a campfire), and then the undead - who had been conjured by a goblin shaman - attacked the PCs and defeated them. The PCs regained consciousness in a goblin prison cell.
That is not "taking control of the story away from the players" - rather, it is "establishing consequences as determined by the game's rules" - in this case, the rules dealing with what happens when a character is reduced to 0 hp.
Marvel Heroic RP has a rule whereby the GM can spend 2d12 from the Doom Pool to end a scene and narrate a resolution consistent with the current state of things. I did this in my first session: so the PCs who had mostly beaten up the bad guys at the Smithsonian got finish their mopping up off-screen; but in the aerial struggle between War Machine and Titanium Man, I narrated that War Machine, encased in energy rings by Titanium Man, fell to the ground somewhere in Florida, while Titanium Man was able to fly back to his secret base in Khazakstan.
Again, that is "establishing consequences as determined by the game's rules". The players now do their best to take steps to ensure that the Doom Pool doesn't build up to 2d12, so that they can avoid this happening again.
This relates to [MENTION=16586]Campbell[/MENTION]'s notion of "Walled Off Gardens". The idea of "consequences as determined by the game's rules" generally opens upon the possibility that the players (and their PCs) won't get what they want. The flip side of that is that the GM gets to narrate stuff that is adverse to those wants. Exactly how this is handled will vary from system to system, but it might include waking up in a goblin prison, or being defeated by Titanium Man who escapes back to Khazakstan.
the general guideline is to frame scenes around the action. This concept is largely what 4e recommended as well.
<snip>
that's not the way everybody wants to play. We find the stuff between "the action" to be where the real meat of the story often exists. The character development occurs in the scenarios like the angry owlbear where they learned something about themselves which altered the direction of the rest of the campaign.
I think you are misunderstanding the use of the word "action". Eero Tuovinen does not say that scenes should be framed around the action. He says the following:
One of the players is a gamemaster whose job it is to . . . frame scenes according to dramatic needs (that is, go where the action is)
The GM's job is to frame scenes around dramatic needs. This is then glossed by way of a slogan: "go where the action is". When, in my BW game, I told the player that he (as his PC) could see his brother across the crowd at the Hardby docks - for the first time in around 16 years, since they fled their tower that was under attack from orcs - that was going where the action is ie framing in accordance with dramatic need.
As far as the owlbear moment is concerned - if that is the sort of character development you want in your game, then I don't understand why you would wait until a random encounter brings it about. So whereas you seem to think you're drawing some sort of contrast between the "standard narrativistic model" and your owlbear experience, in fact the whole point of the model is to generate that sort of experience consistently throughout play. That's why Luke Crane, in the BW books that I've quoted upthread, talks about characters changing in unexpected ways. Because things will happen that will provoke choices, including hard choices, and the way the consequences of those choices unfold will change the players' understanding of who his/her PC is. | |