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Judgement calls vs "railroading"

pemerton

Legend
the GM has shaped the fiction so that the NPC could be the PC's father.

<snip>

the GM is shaping things in regard to the specific NPC and putting that NPC forth as the father.

<snip>

Is it not railroading if the GM is steering things toward a preconceived narrative with which the player has had some input?
But the GM didn't preconceive the theamtic focus upon family/parenthood - the player is the one who initiated that.

And the GM isn't even deciding who is the father - play will do that.

All the GM is doing is putting into play claim that this NPC is the PC's father.

I don't see how this is supposed to be the GM shaping the fiction to a pre-conceived outcome. We don't even know what the outcome is yet, so how do we know it's going to match any pre-conception?

I want to approach this through a concrete example, that I've talked about a fair bit upthread, to see if I can understand what you are getting at.

In the OP game, I introduced the renegade elf NPC obliquely at first - the PCs arrive at the foot of the Abor-Alz, where they are expecting to find a pool to drink from following their crossing of the Bright Desert, but the pool has been fouled. Investigation reveals that the fouling was by an elf. In metagame terms, this is all narration of consequences for failure - intitially I describe the fouled waterhole, and as the players describe their PCs looking around I tell them that the signs all indicate an elf. (Mechanically, this is "saying 'yes'", and thereby introducing more narration around the consequence which also establishes framing for the unfolding situation.)

When, later on, the check to find the mace fails, the player (in character, I think, but also predicting my GMing) says something like "I bet that elf has it!"

Is this an instance of what you mean by "the GM shaping the fiction"? That by introducing the elven NPC, I shape the fiction so that, downstream, the elf can be a nemesis in further ways?

I was instead addressing your statement that players in a Story Now game have causal power to affect the outcome, and that players in a Secret Backstory game have no such power.
I didn't make any such claim. In any D&D game the players have the causal power to determine whether or not their PCs win a fight! (Unless the GM is completely ignoring action declarations and the action resolution mechanics - which in most circumstances is going to be a pretty pathological case.)

I was talking about the causal power to make things true or false in the backstory - ie causal power of the players that does not correlate with causal power of the PCs (ie the PC did not cause any vessel to be present or absent from the room; the PCs cannot cause it to be or not be the prophesied time of the Dusk War; the PC didn't cause the elf to have taken the mace, nor cause his brother to have made black arrows; etc). And I was contrasting this with learning what is in the GM's notes (be those literal notes, or GM determinations of the fiction reached ex tempore by way of random tables, extrapolation or some other means).

I think you have mistaken a game having mechanics that support a play style you like to equal a game that lacks such mechanics specifically not allowing for elements of that playstyle.
I don't think so. Upthread I've posted in a bit of detail about developing my approach to RPGing c 30 years ago, running AD&D. And then GMing RM for nearly 20 years.

I've explained what features of those systems are conducive (eg it's not a coincidence that the AD&D was OA - which establishes strong thematic backgrounds for PCs, and gives them strong connections to the setting, very different from what eg [MENTION=29398]Lanefan[/MENTION] has described upthread as typical of PCs on his game - and then an all thief game - the same things that make thieves hard to fit into classic dungeon play create strong hooks for a more "story now" approach).

I also mentioned some of the obstacles that those systems present. Just to mention one again, the way they handle resouce tracking and consumption (which in RM also extends to the healing rules) is an issue, because it drags attention away from dranatic situations and instead foregrounds record-keeping and minutiae.

An interesting feature of BW is that, like RM, it has a brutal injury system with long recovery times, but it manages to integrate this into the "story now" framework - mostly through the advancement system, which (i) makes time a resource (via training rules, not unblike those in RQ) but also (ii) creates incentives to act at less than full strength (eg if injured), and hence establishes inherent stakes and allows for meaningful GM framing to establish further stakes in the trade-off between recovery and acting now.

"Story now"/"narratavistic" RPGing is not about mechanics. It's first-and-foremost about how content is introduced into the fiction, and how action declaration is adjudicated. But particular mechanics can help or hinder.
 

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Lanefan

Victoria Rules
I still don't understand what you think the illusion is here. The GM introduced orcs into the situation. That is framing. The orcs are already upon the homestead before the characters notice them. That's complication for the failed check.
But what you as player don't and can't know is whether those orcs were going to show up anyway, be it through this particular failed check or through some other means.

I wanted to persuade a noble elf to come with me to my home, in pursuit of my Belief that "Harm and infamy will befall Auxol no more!" As per the rulebook's instructions to players to use the mechanics, I called for a Duel of Wits. (If you want to read the Duel of Wits rules, they're downloadable for free here.) My body of argument was 7 (6 Will plus 1 success on a Will check for untrained Persuasion); the elf's was 11 (7 Will plus 4 successes on a Persuasion of 6). My scripting in the first exchange was Avoid the Topic/Rebut/Point, and in the second was Avoid the Topic/Feint/Rebut. The GM, for the NPC, scripted (from memory) Point/Point/Rebut and then Rebut/Dismiss/I don't think we made it to the third volley of the second exchange, so I don't know what the elf had scripted for it.

In any event, I failed the Duel of Wits. In the first volley my avoid defended against the point, but in the second volley my rebuttal was less than total and I didn't get a success on my "attack" pool. In the third volley the elf rebutted my point (rolling 3 trained dice against my 6 untrained dice). In the first volley of the second exchang my Avoid did little against the "attack" pool of the elf's rebuttal (from memory, only 1 success on 6 Will dice) and then the elf's dismissal - by way of the Ugly Truth that the concerns and lives of mortals matter little, even naught, relative to the lives and concerns of elvenkind (my GM is a big fan of Ugly Truth, always using it as a player) - brought the matter to a close.

Because of my failure, the elf is not coming with me. And the elf got his intent: he is returning to Celene with his dead comrade, paying no heed to my mortal concerns. My failure to put any dint in his body of argument means that no compromise was required from him.
And this exact same scenario could have been played out in any RPG system you like - including all editions of D&D - through straight role-play without the nuisance of mechanics.

You play your character as you did, trying your best to persuade the Elf to accompany you. Nothing would change there. However the DM, putting himself in the shoes of this Elf noble and thinking about what else said Elf noble might have on his plate at the time including a return to Celene preferably sooner than later, concludes that the Elf leader hasn't got time for you and simply role-plays that he declines your request. How polite that refusal is might be influenced by your approach and politeness, the Elf's inherent personality as decided (probably then and there unless this Elf has been met before) by the DM, and a bunch of other things even down to the weather conditions (people are generally in better moods in fair weather and fouler moods in poor or excessively hot or cold weather).

Benefits here:
- the role-played conversation probably takes somewhat less time than the dice-rolling you were doing
- as opposed to the hard-closure you faced, a role-played persuasion attempt leaves the door open for other options e.g. you offer to accompany him to Celene if in return he will on arrival there either send some retainers to accompany you to your home or come himself if you can wait a few days for him to deal with his deceased friend
- it stays in character / immersion, rather than breaking out to go to mechanics.

It would also be bad GMing.

Beliefs are meant to be challenged, betrayed and broken. Such emotional drama makes for a good game. If your character has a Belief, "I guard the prince's life with my own," and the prince is slain before your eyes in the climax of the scenario, that’s your chance to play out a tortured and dramatic scene and really go ballistic.

Conversely, if the prince is killed right out of the gate, the character is drained of purpose. Note that the player stated he wanted to defend the prince in play, not avenge him. Killing the prince in the first session sucks the life out of the character. He really has no reason to participate any longer. But if the prince dies in the grand climax, c'est la vie. The protector must then roll with the punches and react to this new change. Even better, if the prince dies due to the actions or failures of his own guardian - now that’s good stuff.

Another example: We once had a character with the Belief: "I will one day restore my wife’s life." His wife had died, and he kept her body around, trying to figure out a way to bring her back. Well, mid-way through the game, the GM magically restored his wife to the land of the living. I’ve never seen a more crushed player. He didn't know what do! He had stated that the quest and the struggle was the goal, not the end result. "One day!" he said. But the GM insisted, and the whole scenario and character were ruined for the player.​

Given that I have a Belief that harm and infamy will before my ancestral home (Auxol) no more, establishing in the first session that my home has been destroyed would be terrible GMing.
With this I largely agree, regardless of game system.

There's a flip side, however, also true in any system: though as DM you probably want the goal to remain as a goal (rather than an achievement) as long as possible in order to keep the campaign going, you also want to at least make it seem as though the goal is now and then getting closer; that progress is being made. Nothing's worse than having a clear goal in mind and watching it get further away as you go along. :)

The GM framed the characters into this ruined homestead. I don't know what he had in mind, but I think he was anticipating a cooking check to make lunch.
This counts as going to the action?

Oh the excitement! :)

The answer to this is fairly easy - she's a character under my control! I'm allowed to play her as grumbling and angry but doing what she's told to when it comes to leaving the place where she was just attacked by orcs and where there might still be a few orcish stragglers hanging about.
So in effect they're both your characters.

The example would be far more interesting were Aramina someone else's PC.

Lan-"seven mentions in here in two days - reporting for duty!"-efan
 

pemerton

Legend
pemerton said:
I still don't understand what you think the illusion is here. The GM introduced orcs into the situation. That is framing. The orcs are already upon the homestead before the characters notice them. That's complication for the failed check.
But what you as player don't and can't know is whether those orcs were going to show up anyway, be it through this particular failed check or through some other means.
I know 100% that I am going to be fighting orcs! I've built a holy warrior PC and the game is set in the Principality of Ulek on the border with the Pomarj.

From The Forge:

Illusionism: A family of Techniques in which a GM, usually in the interests of story creation, exerts Force over player-character decisions, in which he or she has authority over resolution-outcomes, and in which the players do not necessarily recognize these features.​

What force was exerted over player-character decisions? None.

What authority was exercised over resolution-outcomes? None.

The GM did do something in the interests of story creation, namely, he framed an encounter with orcs. And because the preceding check had failed, he established the distance of the orcs in a disadvantageous fashion (ie near upon us). That is something that I, as a player, recognised.

What is the illusion supposed to be?

this exact same scenario could have been played out in any RPG system you like - including all editions of D&D - through straight role-play without the nuisance of mechanics.

You play your character as you did, trying your best to persuade the Elf to accompany you. Nothing would change there. However the DM, putting himself in the shoes of this Elf noble and thinking about what else said Elf noble might have on his plate at the time including a return to Celene preferably sooner than later, concludes that the Elf leader hasn't got time for you and simply role-plays that he declines your request. How polite that refusal is might be influenced by your approach and politeness, the Elf's inherent personality as decided (probably then and there unless this Elf has been met before) by the DM, and a bunch of other things even down to the weather conditions (people are generally in better moods in fair weather and fouler moods in poor or excessively hot or cold weather).

Benefits here:
- the role-played conversation probably takes somewhat less time than the dice-rolling you were doing
- as opposed to the hard-closure you faced, a role-played persuasion attempt leaves the door open for other options e.g. you offer to accompany him to Celene if in return he will on arrival there either send some retainers to accompany you to your home or come himself if you can wait a few days for him to deal with his deceased friend
- it stays in character / immersion, rather than breaking out to go to mechanics.
As I've posted multiple times, from the relation of events that occurred in the fiction nothing can be inferred about the RPGing techniques whereby that fiction was established.

And of course the variety of resolution systems is endless. We could resolve interpersonal combat by having me describe the approach I use against the orcs, and the GM then thinks through the fighting skill and fortitude of the orcs and decides who beats whom. That would also have many of the benefits you mention (time-saving and "immersion" at least).

But just as dice-based resolution systems for combat have a venerable place in the hobby, so do dice-based resolution systems for social encounters (eg reaction rolls; loyalty checks; even morale checks can be viewed in this light).

The time spent on the interaction was not a detriment, to me at least. As I posted, it established stuff about my character and the situation. It established stuff about the elves of Celene, too. I certainly didn't feel any difficulty inhabiting my character.

as DM you probably want the goal to remain as a goal (rather than an achievement) as long as possible in order to keep the campaign going, you also want to at least make it seem as though the goal is now and then getting closer; that progress is being made.
That's not up to the GM. That's up to me! - to take steps that bring the goal closer. If I close off the Belief, or my character changes so it's no longer relevant, I'll write a new one:

BW Gold pp 54-5:
A player may change his character’s Beliefs as he sees fit. Characters are meant to grow and change through play. Changing Beliefs is a vital part of that growth. However, the GM has final say over when a Belief may be changed. If he feels the player is changing a Belief to wriggle out of a difficult situation and not as part of character growth, then he may delay the change until a time that he sees as appropriate.​

pemerton said:
The GM framed the characters into this ruined homestead. I don't know what he had in mind, but I think he was anticipating a cooking check to make lunch.
This counts as going to the action?

Oh the excitement!
My PC has Cooking skill; I didn't have to choose it. Aramina has travelling gear, and I made sure to note that it includes a skillet.

I'm expecting cooking to come up at some stage. If it's good enough for JRRT, it's good enough for me!

The example would be far more interesting were Aramina someone else's PC.
Example of what?
 

hawkeyefan

Legend
But the GM didn't preconceive the theamtic focus upon family/parenthood - the player is the one who initiated that.

And the GM isn't even deciding who is the father - play will do that.

All the GM is doing is putting into play claim that this NPC is the PC's father.

I don't see how this is supposed to be the GM shaping the fiction to a pre-conceived outcome. We don't even know what the outcome is yet, so how do we know it's going to match any pre-conception?

I want to approach this through a concrete example, that I've talked about a fair bit upthread, to see if I can understand what you are getting at.

In the OP game, I introduced the renegade elf NPC obliquely at first - the PCs arrive at the foot of the Abor-Alz, where they are expecting to find a pool to drink from following their crossing of the Bright Desert, but the pool has been fouled. Investigation reveals that the fouling was by an elf. In metagame terms, this is all narration of consequences for failure - intitially I describe the fouled waterhole, and as the players describe their PCs looking around I tell them that the signs all indicate an elf. (Mechanically, this is "saying 'yes'", and thereby introducing more narration around the consequence which also establishes framing for the unfolding situation.)

When, later on, the check to find the mace fails, the player (in character, I think, but also predicting my GMing) says something like "I bet that elf has it!"

Is this an instance of what you mean by "the GM shaping the fiction"? That by introducing the elven NPC, I shape the fiction so that, downstream, the elf can be a nemesis in further ways?

To some extent, yes. You've created the circumstances that allow that elf to be a suspect. The example is hard to comment on because I don't know all the details and you do....but it seems along the lines of what I am talking about.

But let's use a different example. Darth Vader and Luke Skywalker. The player in your game has come up with a character....a farmboy who may have an important destiny, and who does not know the details of his parentage.

You as the GM create an NPC villain that serves as a foil to the PCs. You also entertain the idea that perhaps this NPC is somehow involved with PC Luke's parentage. Maybe he killed Luke's father? Or....maybe he even IS Luke's father.

As the GM, you are certainly able to steer the game in ways to try and get this to happen. You have the idea, even if you are willing to change the idea, and it is there, influencing how you introduce content. Even if that influence is as simple as not introducing content that would make it impossible for Darth Vader to be Luke's father.

Now, I am not saying this is in any way a bad thing. And indeed, the play may be what ultimately decides if it is true....but I think to disavow GM authorship and guidance in this story is going too far. Darth Vader only exists because of the GM, and he is only in a position to possibly be the father of Luke because of the GM.

If the GM did not want that to be a possibility, he could steer things that way. His input on the situation seems pretty significant.

I didn't make any such claim. In any D&D game the players have the causal power to determine whether or not their PCs win a fight! (Unless the GM is completely ignoring action declarations and the action resolution mechanics - which in most circumstances is going to be a pretty pathological case.)

I was talking about the causal power to make things true or false in the backstory - ie causal power of the players that does not correlate with causal power of the PCs (ie the PC did not cause any vessel to be present or absent from the room; the PCs cannot cause it to be or not be the prophesied time of the Dusk War; the PC didn't cause the elf to have taken the mace, nor cause his brother to have made black arrows; etc). And I was contrasting this with learning what is in the GM's notes (be those literal notes, or GM determinations of the fiction reached ex tempore by way of random tables, extrapolation or some other means).

So if a 5E game revolves around the Dusk War....the players must have no causal impact on whether the Dusk War is dawning? The outcome is up to the players and what they do with their characters and the decisions they make.

I do not see the distinction here because you are assuming that the Secret Backstory game must have a set ending. Which seems more like a Secret Future....but either way, your claim is incorrect.

Let's say that I take the concept of the Dusk War and I boil it down to a very railroad type of game. There are 8 prophesied events that constitute the Dusk War, with the first being the Tarrasque, and the eighth being the end of the world. Each of these events must happen. I take the barebones PCs created by my players, and we go through the 8 scenarios that I have preauthored. If the players are able to have their characters stop any of the 8 events, they have determined the Dusk War is not actually happening.

Is this not the players having causal power on the secret backstory? Does the game described sound like Story Now/Narrativistic gaming?


I don't think so. Upthread I've posted in a bit of detail about developing my approach to RPGing c 30 years ago, running AD&D. And then GMing RM for nearly 20 years.

I've explained what features of those systems are conducive (eg it's not a coincidence that the AD&D was OA - which establishes strong thematic backgrounds for PCs, and gives them strong connections to the setting, very different from what eg [MENTION=29398]Lanefan[/MENTION] has described upthread as typical of PCs on his game - and then an all thief game - the same things that make thieves hard to fit into classic dungeon play create strong hooks for a more "story now" approach).

I also mentioned some of the obstacles that those systems present. Just to mention one again, the way they handle resouce tracking and consumption (which in RM also extends to the healing rules) is an issue, because it drags attention away from dranatic situations and instead foregrounds record-keeping and minutiae.

An interesting feature of BW is that, like RM, it has a brutal injury system with long recovery times, but it manages to integrate this into the "story now" framework - mostly through the advancement system, which (i) makes time a resource (via training rules, not unblike those in RQ) but also (ii) creates incentives to act at less than full strength (eg if injured), and hence establishes inherent stakes and allows for meaningful GM framing to establish further stakes in the trade-off between recovery and acting now.

"Story now"/"narratavistic" RPGing is not about mechanics. It's first-and-foremost about how content is introduced into the fiction, and how action declaration is adjudicated. But particular mechanics can help or hinder.

Okay. So then how does Story Now/Narrativistic GMing adjudicate action declaration separate from mechanics? And how is that adjudication not possible in other systems, especially if mechanics can only help or hinder, and are not intrinsically tied to it?
 

Lanefan

Victoria Rules
I know 100% that I am going to be fighting orcs! I've built a holy warrior PC and the game is set in the Principality of Ulek on the border with the Pomarj.
An area which, I must assume from what you say here, is crawling with orcs.

Illusionism: A family of Techniques in which a GM, usually in the interests of story creation, exerts Force over player-character decisions, in which he or she has authority over resolution-outcomes, and in which the players do not necessarily recognize these features.​

What force was exerted over player-character decisions? None.

What authority was exercised over resolution-outcomes? None.

The GM did do something in the interests of story creation, namely, he framed an encounter with orcs.
Which is right there exercising authority over resolution outcomes, or so it appears.

Your check failed and produced a complication. As a resolution the DM could just as easily have complicated things on your failure by having part of the homestead collapse on you or close to you; or have your search kick up an ember and set the place on fire; or have a militia patrol pass by and accuse you of looting or trespassing; or... But instead you got orcs, closer than you'd have liked, because that's what the DM chose.

And there's nothing at all wrong with this - it could happen in any game, any system - but please recognize it for what it is: the DM driving the story.

And because the preceding check had failed, he established the distance of the orcs in a disadvantageous fashion (ie near upon us). That is something that I, as a player, recognised.

What is the illusion supposed to be?
That you've no idea as a player whether those orcs were going to show up anyway; whether the DM had it in his notes (or in his mind) that there's a band of orcs right near that homestead which will attack you no matter what you do; or whether they're a spur-of-the-moment creation. And again, this is all good - just recognize it for the illusion that it may or may not be.

Now you might know your particular DM well enough to assume he'd not do anything illusory...which is fine for you but says nothing on a broader scale, so from this distance I can only generalize.

As I've posted multiple times, from the relation of events that occurred in the fiction nothing can be inferred about the RPGing techniques whereby that fiction was established.
Your post went into great mechanical detail about exactly how the fiction was mechanically established, rendering the role-playing rather moot.

Had your play report simply amounted to "Encountered Elf noble on road - asked him for aid and assistance with clearing out my homestead - noble too busy and en route Celene so declined request", that would tell me nothing at all about how the encounter actually went or was played out / resolved.

And of course the variety of resolution systems is endless. We could resolve interpersonal combat by having me describe the approach I use against the orcs, and the GM then thinks through the fighting skill and fortitude of the orcs and decides who beats whom. That would also have many of the benefits you mention (time-saving and "immersion" at least).

But just as dice-based resolution systems for combat have a venerable place in the hobby, so do dice-based resolution systems for social encounters (eg reaction rolls; loyalty checks; even morale checks can be viewed in this light).
Yeah, I've always seen combat resolution and social resolution as two completely different animals; mostly because while we as players/DMs can't swing swords or chop each other up we can talk, and think, and role-play. Even though I run a 1e-based game I'm not sure if I've rolled 5 reaction rolls or loyalty checks in total over the last year or more. I rarely use them, and when I do it's almost always because I as DM just can't make up my mind on the spot how character X or monster Y would react to something.

Morale checks I see as an extension of combat resolution.

That's not up to the GM. That's up to me! - to take steps that bring the goal closer. If I close off the Belief, or my character changes so it's no longer relevant, I'll write a new one:

BW Gold pp 54-5:
A player may change his character’s Beliefs as he sees fit. Characters are meant to grow and change through play. Changing Beliefs is a vital part of that growth. However, the GM has final say over when a Belief may be changed. If he feels the player is changing a Belief to wriggle out of a difficult situation and not as part of character growth, then he may delay the change until a time that he sees as appropriate.​
That's not what I mean.

In any game system, if your character has a belief* or goal* of, say, "I will avenge my fallen family and reclaim my homestead"** then as the campaign goes along you're reasonably going to want to see yourself making some progress on this, right? Investigating what happened, learning who the killers or raiders were, tracking them down, taking them out, then forcing out whatever's living in your old homestead...that sort of thing. But if the campaign leads you in different directions (let's say another character's goal is deemed more important and immediate - or even just more interesting - by the party) and you end up doing most of your adventuring in a different country, that goal that you still have is getting further away. The trail's gone cold, the people who might have had answers for you are harder to find and-or dead, etc.

* - maybe or maybe not reflected in any game mechanics, depending on system.
** - in a 3e game I played a character with this goal, and watched it get further and further away over several adventures until my character eventually left the party and went it alone.

And before you say something like "it's up to the DM to involve everyone's goals and beliefs in the game", think about this: the DM might not have much choice.

Let's say I'm playing a character in a party of three. My goal/belief is something long-term and can wait ("I am destined to become king of Althasia"); the goals/beliefs of the other two are somewhat more immediate (how about "I will reclaim my ancestral homestead before my newborn son turns three" for character one [PC-1] and "to succeed where my dying sister failed by sailing across the Axenos to speak with the Oracle at Kampai" for character two [PC-2]). (for sake of simplicity and discussion these are pretty basic goals/beliefs)

Character background and DM or player generated info tells us that PC-1's homestead is a little to the east of where we are; the Axenos that PC-2 wants to cross is a small-ish sea to the west, and in my background I've said my goal involves the neighbouring realm to the north which the DM then names Althasia.

Now, let's say we're just meeting for the first time - neophyte adventurers with big ideas and small abilities - and we spend an evening in a tavern or around a campfire talking and musing about our life goals; and we all learn each others' goals/beliefs as noted above. We more or less agree to help each other out. I tell them my goal can wait - it's destiny, it's gonna happen no matter what (at least that's what I believe!) - but it soon becomes obvious we can't really pursue the other two goals simultaneously as they'll eventually require - literally - going in different directions.

Logic would say we see to the homestead first as it's closer, then go visit the Oracle. But what if my character - who in effect has the deciding vote - on hearing about this Oracle realizes perhaps I ought to go see her as well and the sooner the better, and thus we end up deciding to cross the Axenos first? PC-1's goal hasn't changed...but that homestead and any hope of achieving that goal is about to get a lot further away both in time and distance.

And note that since we met at the tavern/campfire the DM has had no input whatsoever. This is all player-in-character stuff; with the DM standing by waiting for us to decide where we're going while wondering how on earth she can involve PC-1's goals/beliefs in any of what's about to happen.

Example of what?
If Aramina's your hench, and thus in effect your character, interactions between you two come down to you as player talking to yourself. The interaction examples would be far better served were Aramina someone else's PC that you had to persuade/interact with, as that presents a completely different dynamic.

Lan-"three characters to the wind"-efan
 

When I say that, it's largely because there are lots of premises going on at a given point at time, and I don't see it as my responsibility as DM to direct them towards one or the other most of the time. Sometimes there are time-sensitive things, so that obviously puts some pressure on them.

Just to be clear, Story Now games don't see the GM's role to direct players toward <stuff/thing>. "Drive play toward conflict" and "go/cut to the action" aren't about seizing the initiative of the trajectory of play/the fiction away from the players. Its about ensuring that table time isn't spent on premise/theme-neutral material and that momentum isn't lost due obsessive waffling/detail-haggling. Here is a relevant passage in John Harper's Blades in the Dark that [MENTION=16586]Campbell[/MENTION] may have relayed earlier:

Cut to the Action - BitD 190

When they say, “We should break into Inspector Klave’s house,” that’s your cue. Say “That sounds like a Stealth plan, yeah? What’s your point of entry?” Then, when they give you the detail, you say, “All right, so you’re on the rooftop of the fabric store across the alley from their house. It’s quiet and dark in there. You throw your ropes and grapnels across. Let’s make the engagement roll.” Bam, just like that, you’re on a score. That might seem way too fast and breezy if you’re used to other roleplaying games. You don’t always have to go that fast! But it’s good to keep this method in mind and generally aim toward it. Anything prosecuted via conversation will take longer than you think it will—if you hold this “cut to the action” idea in the forefront of your mind, you can trim off some time that might just be fruitless planning or unnecessary hesitation.

Same goes for any kind of “scene change” that happens in play. Like, when a player decides to go Consort with their friend, you can cut to the action in progress. “You’re at the usual place, under the Bell Street bridge. It’s windy and raining; water pouring out of the gutters. Flint struggles to keep her pipe lit. ‘Devil take this weather,’ she says. ‘What do you want?’” Rather than starting back at the lair and playing out “Where do you go? Where would Flint be? How can you arrange a meeting?” you just cut to the action of the meeting in progress and the game moves along fine, keeping momentum high.

Notice his caveat "this may seem way too fast and breezy if you're used to other roleplaying games." He's talking to several of the players in this thread (and on ENWorld generally). He's talking to players that got angry at 4e's version of "drive play toward conflict/go to the action" which was "skip the gate guards and get to the fun." They should have said "action" instead of "fun." That is what they meant (obviously, given the context), but they didn't say it that way and a firestorm ensued.

If you're in a downtime moment and the players are transitioning from action to action, (1) player(s) make their move, (2) resolve things mechanically (and/or spend currency and/or prepare loadout) as the system infrastructure demands...BOOM, (3) GM follows the players lead and cuts right to the action requested in 1, describes the situation and telepgraphs any consequential trouble/danger/conflict that the PC would be aware of, and we're back to (1). We don't have to serially play out things moment to moment, range increment to range increment, detail to detail (as JH talks about at the end of the second paragraph above).

So let me ask this - My campaign typically has at least a dozen plots going on at once. Usually there are one or two specific to each character - goals they have, others are either group or setting specific, they know of a potential attempt to overthrow the local Lord, or something like that. Others might be a map they acquired that shows the location of a long lost tomb.

So when they are following a particular storyline, my goal is to support that, and based on what I see in Story Now games, a lot of those techniques are in use, although perhaps not as coherently. Between those points, though, it's really up to the PCs to determine what's next. And the PCs may decide to change course in the middle of one story line.

Do Story Now, or perhaps your Story Now games have or support that sort of game?

I mean it depends on what you mean by "plots." If "plots" mean premise/theme-neutral stuff in order to "create a living, breathing world" which puts on full exhibition "lack of PC-centrism in order to convey realism", then no...I don't think that Story Now games support that. Now you can still have a sandbox where all the moving parts are premise/theme-relevant (Blades in the Dark connotes such play as does Dungeon World, Apocalypse World, and Torchbearer). But its a different sandbox then most AD&D players (and now 5e players) would consider as orthodox; everything is premise/theme-relevant and the "off-screen" isn't hidden to the players.

On that note, I don't fully agree with Ron Edward's ideas about the inability of multiple agendas to exist concurrently in a coherent fashion. However, when you break it down to micro-components, sometimes it becomes inescapably true. Such is the case here. The premise-neutral components that are part and parcel of "the right to dream" Simulationism (a lot of orthodox AD&D sandbox play) fundamentally do not (and cannot) cohere with the premise-relevant requirements of "story now" Narrativism.

In the same way, the technique of fudging (one technique of Illusionism) is completely anathema to "step on up" Gamism where the entire point of GMing is to referee with absolute objectivity and integrity (after you've skillfully rendered an exciting dungeon with interesting decision-points) so the players can test their skill against the collection of obstacles before them.
 

Lanefan

Victoria Rules
Manbearcat said:
Drive play toward conflict" and "go/cut to the action" aren't about seizing the initiative of the trajectory of play/the fiction away from the players. Its about ensuring that table time isn't spent on premise/theme-neutral material and that momentum isn't lost due obsessive waffling/detail-haggling. Here is a relevant passage in John Harper's Blades in the Dark that @Campbell may have relayed earlier:

Cut to the Action - BitD 190 said:
When they say, “We should break into Inspector Klave’s house,” that’s your cue. Say “That sounds like a Stealth plan, yeah? What’s your point of entry?” Then, when they give you the detail, you say, “All right, so you’re on the rooftop of the fabric store across the alley from their house. It’s quiet and dark in there. You throw your ropes and grapnels across. Let’s make the engagement roll.” Bam, just like that, you’re on a score. That might seem way too fast and breezy if you’re used to other roleplaying games. You don’t always have to go that fast! But it’s good to keep this method in mind and generally aim toward it. Anything prosecuted via conversation will take longer than you think it will—if you hold this “cut to the action” idea in the forefront of your mind, you can trim off some time that might just be fruitless planning or unnecessary hesitation.

Same goes for any kind of “scene change” that happens in play. Like, when a player decides to go Consort with their friend, you can cut to the action in progress. “You’re at the usual place, under the Bell Street bridge. It’s windy and raining; water pouring out of the gutters. Flint struggles to keep her pipe lit. ‘Devil take this weather,’ she says. ‘What do you want?’” Rather than starting back at the lair and playing out “Where do you go? Where would Flint be? How can you arrange a meeting?” you just cut to the action of the meeting in progress and the game moves along fine, keeping momentum high.

Notice his caveat "this may seem way too fast and breezy if you're used to other roleplaying games." He's talking to several of the players in this thread (and on ENWorld generally). He's talking to players that got angry at 4e's version of "drive play toward conflict/go to the action" which was "skip the gate guards and get to the fun." They should have said "action" instead of "fun." That is what they meant (obviously, given the context), but they didn't say it that way and a firestorm ensued.
I would certainly hope so, because it's terrible advice.

Awful!

The only ways I can ever see this advice making any sense at all is a) in cases where a DM and-or the players have the collective attention span of a chicken, or b) if a DM is tired of running a campaign and just wants to get it over with.

Otherwise, all it's saying is speed-speed-speed and skip-everything-you-can where many of us are looking to slow the game down, spin the campaign out, and immerse ourselves in the details and what you call "premise/theme neutral material" which is in fact what comprises the game world we've set out to explore.

Spending all session planning how to open one door is overkill. I've seen this. It's painful.

But planning out how to break into Inspector Klave's house - running surveillance and tracking movements for a day or two, casing and as far as possible mapping the place, maybe bribing a local patrol or two to take a different route once or twice tonight - stripping all those details out and jumping straight to "you're on the rooftop across the street" doesn't add to the fun; it subtracts from the fun and greatly reduces the opportunities for immersion.

Never mind that in the example given (as written) the DM jumps straight to asking their point of entry without even allowing the characters time to discuss among themselves whether they all agree that breaking in to the Inspector's house is even a good idea!

Lan-"John Harper - another name whose writings I can henceforth ignore"-efan
 
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I would certainly hope so, because it's terrible advice.

Awful!

The only ways I can ever see this advice making any sense at all is a) in cases where a DM and-or the players have the collective attention span of a chicken, or b) if a DM is tired of running a campaign and just wants to get it over with.

Otherwise, all it's saying is speed-speed-speed and skip-everything-you-can where many of us are looking to slow the game down, spin the campaign out, and immerse ourselves in the details and what you call "premise/theme neutral material" which is in fact what comprises the game world we've set out to explore.

Spending all session planning how to open one door is overkill. I've seen this. It's painful.

But planning out how to break into Inspector Klave's house - running surveillance and tracking movements for a day or two, casing and as far as possible mapping the place, maybe bribing a local patrol or two to take a different route once or twice tonight - stripping all those details out and jumping straight to "you're on the rooftop across the street" doesn't add to the fun; it subtracts from the fun and greatly reduces the opportunities for immersion.

Never mind that in the example given (as written) the DM jumps straight to asking their point of entry without even allowing the characters time to discuss among themselves whether they all agree that breaking in to the Inspector's house is even a good idea!

Lan-"John Harper - another name whose writings I can henceforth ignore"-efan

There are three main phases of play in Blades in the Dark:

1) Gather Information - This is where the Crew gathers intelligence/discovers stuff about various locales and Faction going-ons in order to explore opportunities for Scores. This is more granular, slow-paced (but still fraught with decision-points that will lead to danger and action due to the game's engine and GMing principles) of the type you're used to.

2) The Score - Once the Crew decides what their Score is going to be, they choose a Plan (collectively, but effectively there is a "Caller" for this like B/X), and then they give the GM a specific Detail related to the Plan (for instance, if they're going to smuggle cargo or people via transport through a dangerous area, the GM would ask for the route and means of smuggling). The players choose their Item Loadout for the Score, after which they make the Engagement Roll. All of this stuff informs the GM's "cutting to the action" (this is the phase I quoted above) or framing of the scene.

3) Downtime - This is a bit of a break from the constant threat of danger of (1) and (2). However, the Entanglement phase can bring immediate action. Here you have 4 parts, resolved in order:

BitD 145

1. Payoff. The crew receives their rewards from a successfully completed score.

2. Heat. The crew accumulates suspicion and attention from the law and the powers-that-be in the city as a result of their last score.

3. Entanglements. The crew faces trouble from the rival factions, the law, and the haunted city itself.

4. Downtime Activities. The PCs indulge their vices to remove stress, work on long-term projects, recover from injuries, etc.

Just a note, if this model looks familiar, it is because it is pretty much the same model that B/X uses for its 3 phases of play. B/X isn't some "out there" indie game.

Torchbearer, being a B/X and Burning Wheel mash-up, follows the same model though is much closer to BitD due to the granularity, play agenda, and deep systemization of things in both TB and BitD.
 

Lanefan

Victoria Rules
There are three main phases of play in Blades in the Dark:

1) Gather Information - This is where the Crew gathers intelligence/discovers stuff about various locales and Faction going-ons in order to explore opportunities for Scores. This is more granular, slow-paced (but still fraught with decision-points that will lead to danger and action due to the game's engine and GMing principles) of the type you're used to.

2) The Score - Once the Crew decides what their Score is going to be, they choose a Plan (collectively, but effectively there is a "Caller" for this like B/X), and then they give the GM a specific Detail related to the Plan (for instance, if they're going to smuggle cargo or people via transport through a dangerous area, the GM would ask for the route and means of smuggling). The players choose their Item Loadout for the Score, after which they make the Engagement Roll. All of this stuff informs the GM's "cutting to the action" (this is the phase I quoted above) or framing of the scene.
OK, that makes more sense than the Harper example you quoted, and seems somewhat more reasonable.

As written in his example, it reads as if the party's general musing of "We should break into Inspector Krave's house" is taken by the DM to be an immediate action declaration, and he dives right in without further ado. His example also completely ignores or skips over the Gather Information phase, which seems odd advice to give a DM.

3) Downtime - This is a bit of a break from the constant threat of danger of (1) and (2). However, the Entanglement phase can bring immediate action.
Good to see the system has Downtime built in (even if there's possible complications). Some games could take a lesson. :)

Just a note, if this model looks familiar, it is because it is pretty much the same model that B/X uses for its 3 phases of play. B/X isn't some "out there" indie game.
No, but then I've never thought of any version of D&D as being all that formally structured in its macro play phases* (no matter what the designers might have had in mind!), I instead see it - and play it - without much reference to that sort of structure at all. Now for all I know I might be following the paradigm to a T, but if so it's certainly not intentional as I don't give this sort of thing a second's thought while either running or playing a game.

* - as opposed to what I'll call micro play phases which would include things like combat and magic rules and resolutions, social interactions, travel, etc. - all the nuts-and-bolts stuff.

All that said, though, Harper's ideas as expressed in the example you quoted - though they might work well for his own specific BitD system - still very much put me off when applied to something like D&D. I've seen a DM running (3.5e? PF? - can't remember) do pretty much exactly what Harper wants here, and skip everything except the action scenes. Didn't take long before he "lost the room" and had no players left; and we now look at that game as a prime example of what not to do as a DM. :)

Lan-"BitD - one game to rule them all and in the darkness steal their stuff?"-efan
 

pemerton

Legend
Darth Vader and Luke Skywalker. The player in your game has come up with a character....a farmboy who may have an important destiny, and who does not know the details of his parentage.

You as the GM create an NPC villain that serves as a foil to the PCs. You also entertain the idea that perhaps this NPC is somehow involved with PC Luke's parentage. Maybe he killed Luke's father? Or....maybe he even IS Luke's father.

As the GM, you are certainly able to steer the game in ways to try and get this to happen.

<snip>

I think to disavow GM authorship and guidance in this story is going too far.
I'm not disavowing GM authorship - I've repeatedly provided examples of GM authorship from actual play (a renegade elf; a holy man who is the father of the PC's balrog-possessed brother; a mage's tower; a wedding between said mage and the Gynarch of Hardby; the tarrasque emerging from beneath the earth to rampage; maruts who have a contract with the Raven Queen; etc).

But there is a way you are presenting and discussing the matter that I am not following. I feel there is an assumption you're making that I'm missing; or there's something I'm saying that you're not taking as literally as I intend it. I think I may have worked out what it is, and I am going to quote something by Paul Czege that (if I'm right) is directly on point:

[A]lthough roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. Tim asked if scene transitions were delicate. They aren't. Delicacy is a trait I'd attach to "scene extrapolation," the idea being to make scene initiation seem an outgrowth of prior events, objective, unintentional, non-threatening, but not to the way I've come to frame scenes in games I've run recently. . . . I'm having trouble capturing in dispassionate words what it's like, so I'm going to have to dispense with dispassionate words. By god, when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. We've had a group character session, during which it was my job to find out what the player finds interesting about the character. And I know what I find interesting. I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.​

When you talk of GM "steering" or "guidance" it seems to me that you are assuming some sort of GM subtlety or even subterfuge (hence the connection to "illusionism"): the GM innocuously drops in an elf here, or a foil NPC there, seemingly nothing more than a bit of scenery, and then - BAM! - the GM springs his/her big reveal.

But, as per the quote from Czege, that's not really how "story now" RPGing works. Suppose that, just as you describe, the player has written into his/her PC backstory that there is some mystery around family and parentage, and some sort of destiny associated with that. Well, then, the player knows that the GM is going to be addressing that stuff in play - the stuff that the player has flagged as interesting. The player knows that the GM will be framing scenes that "go where the action is". So if there is a recurrring NPC - Darth Vader - who, as play unfolds, is revealed to be an intriguing combination of past (one of the last of the Jedi) and future (right hand man of the emperor), then the player is not going to be indifferent to that NPC. The GM has flagged that the NPC is something s/he finds interesting; and by the moment of the big reveal (should it come), the NPC will have already come to life in a series of prior situations which themselves - in virtue of framing and/or resolution - have established the significance of this NPC (eg the PC is training to be a Jedi; the NPC is revealed to be a fallen Jedi). The GM is not trying to keep this stuff hidden; the GM is doing his/her best to bring this stuff out, because that's what makes the game move.

(Think also of [MENTION=6696971]Manbearcat[/MENTION]'s example of the brother's hat: it's not like a CoC adventure, where if Perception checks aren't successful the clue is missed; rather, Manbearcat makes it clear in framing that the PC recognises his brother's hat, so as to provoke the moment of thematically significant choice.)

So when the challenging revelation takes place - "Luke, I am your father!" - it doesn't come from nowhere. Even if the player doesn't see it coming until it comes, it is not a rabbit from a hat at that point. (Which is also relevant to the discussion upthread with [MENTION=29398]Lanefan[/MENTION] about foreshadowing.) It is grounded in the prior events and outcomes of play, which themselves are not the unilateral products of GM authorship.

It's also important to recognise the difference between retropsective and prospective perspectives on this stuff. When the big reveal comes then, in retrospect, it will be a natural dramatic outcome of what went before. But at all those prior moments, there was any number of other ways things could have gone. When Aragorn/Strider turns out to be a good guy, that's a big reveal that fits with the prior stuff in the book; but, had he turned out to be a threat instead and the salvation came in some other form - well, that would make the story something different from what it is, but could equally wel be a "natural fit" with what preceded it.

The GM is trying (and not overtly) to introduce elements that open up these possibilities for dramatic moments; but that in itself is not "steering" in any stronger sense. And the fact that the players get to make action declarations for their PCs (say, Insight checks against Aragorn), and the fact that these checks succeed or fail based on something other than the GM's whim, precludes any sort of stronger steering unless the GM is just obviously going to disregard the rules and procedures of the game (eg narrate failures over the top of successes; disregard failures; etc).

I want to reiterate the above points by going back to the actual play example of the renegade elf. When I introduce that NPC into the game, I have in mind that I might do some stuff with him. That's the point of brining in a notable NPC. After the episode at the waterhole on the edge of the Abor-Alz, I remember that when the PCs arrived at the ruined tower the well had been filled with rubble. I can't remember whether this was a failure narration or just framing, but (in the fiction) it was clear to the PCs that the elf had done this, and (at the table) this was me doing something more with my elf. When the player then looks for his mace, and it is missing, it's natural that the elf - who, as the prior narration established, had been spending at least some time at the tower moving rubble - should have it.

These are all moments of authorship. But they're not "steerings" in any sense that adds to them being moments of authorship. I didn't know the PC would look for the mace - in fact, when I introduced the elf I don't think the mace was even established as an element of the fiction, because I remember at some point changing the stat block I'd prepared for the elf to give him mace skill rather than spear (?) skill, so that he could use the mace he'd stolen. So there was no "steering" towards the outcome of the elf having stolen the mace from the ruined tower.

Subsequently, when a player wrote a Belief for a shaman-type character about dreams of a dark force rising, I introduced the dark naga and established the elf as its servant. This is a deliberate building on an already-established NPC. But again I don't see it as a steering - there's no outcome towards which this is headed in any moment of play except (from the GM's point of view) "Here's this thing I think is interesting in light of the stuff that you've said you think is interesting. What do you make of it?"

To force an outcome is going to require the GM to interfere with a player's action declaration for his/her PC, and/or to narrate consequences and subsequent framing in disregard of whether players succeed or fail. This is going to be visible to the players.

if a 5E game revolves around the Dusk War....the players must have no causal impact on whether the Dusk War is dawning? The outcome is up to the players and what they do with their characters and the decisions they make.

<snip>

you are assuming that the Secret Backstory game must have a set ending. Which seems more like a Secret Future....but either way, your claim is incorrect.
If the game is about a prophesied event, and whether or not the prophesied time has come, and the GM has not established whether or not it is true, as a matter of the fiction, that the time has or has not come, then it's not a "secret backstory" game! It's like a game with no map, where events are located in space as part of the process of play.

Whether or not the game with no map or no timeline is a GM-driven or player-driven one would depend on the principles and methods according to which events are located in space/time as part of the process of play.

From the fact that a game is a 5e game nothing can be inferred in a definitive fashion about any of the above, although conjectures might be formed based on what sorts of things the rulebooks say about the role of the GM and of the players, and what sorts of approaches to play the rules support or might sometimes get in the way of.

how does Story Now/Narrativistic GMing adjudicate action declaration separate from mechanics? And how is that adjudication not possible in other systems
I'm a bit confused - are you asserting that "story now" RPGing depends upon a certain mechanical system, or not?

In any event, I have not asserted that. I've denied it. And I've talked about GMing in a "story now" fashion using a variety of systems (AD&D, RM, 4e, Cortex/MHRP, BW).

Eero Tuovinen gives a pithy account of the approach (under the label "the standard narrativistic model"):

1. 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 . . . by introducing complications.

2. The rest of the players each have their own characters to play. They play their characters according to the advocacy role: the important part is that they naturally allow the character’s interests to come through based on what they imagine of the character’s nature and background. Then they let the other players know in certain terms what the character thinks and wants.

3. 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 . . . 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.

4. The player’s task in these games is simple advocacy, which is not difficult once you have a firm character. (Chargen is a key consideration in these games, compare them to see how different approaches work.) The GM might have more difficulty, as he 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).​

From this account one can also see where particular systems may cause issues: a lot of traditional RPG PC generation (with D&D as one example) does not produce characters with clear dramatic needs (as I've noted, OA is something of an exception in this respect); and a lot of RPGing advice to GMs assumes that the GM will frame scenes (or "prepare the adventure) independently of whatever dramatid needs the players might signal via build and play of their PCs.

One can also see how action resolution mechanics can get in the way: if the mechanics prescribe very detailed consequences that aren't connected to the dramatic motivation or thematic significance of the action declaration, that can be a problem for the GM in terms of estblishing consequences (especially for failure) that drive the game rather than cause it to bog down in the sorts of non-thematically-significant stuff [MENTION=6696971]Manbearcat[/MENTION] has mentioned not far upthread. I can report from experience that RM can suffer from this.
 

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