Have I asserted that "situation first" is a synonym for "story now"? No. So why are you treating it as such?I agree that "Backstory first", as @pemerton is defining the category, appears to distinguish Story Now from other approaches.
Have I asserted that "situation first" is a synonym for "story now"? No. So why are you treating it as such?I agree that "Backstory first", as @pemerton is defining the category, appears to distinguish Story Now from other approaches.
I've snipped because I really just want to respond to these.A RPGing table which is not comfortable with situation-first might have to play backstory-first. That's obviously their prerogative. But it doesn't mean that there is no difference between the two approaches!
I don't see any a priori reason why that can't be done. Is 5e the best system for it? In the abstract, probably not - I'd suggest Burning Wheel! But if that's the system for which everyone sitting around the table has books and is familiar with the PC build and resolution rules? Then suddenly it's claim to optimality at that table has strengthened quite a bit!
I've run Rolemaster in something like this fashion. But without your degree of self-consciousness and deliberateness - which is to say, a bit more half-arsedly and as a result I would say a bit more crappily.When I run more traditional games like Pathfinder Second Edition, Worlds Without Number, RuneQuest, Vampire - The Requiem, Exalted Third Edition or Legend of the Five Rings I do so in a way that is pretty similar to Ron Edwards' accounts of his own Champions and RuneQuest games. Basically I work with the other players during character creation to build a constellation of NPCs around them and build a setting around them. Then while the game is ongoing my prep (NPC and scenario design) is guided by player character dramatic needs, but in the course of the game session I am just trying to play the world and especially the NPCs with integrity. When I improvise over the course of a session it's always guided by what feels most true. The scenes I frame are entirely guided by trying to represent the scenario as honestly as possible. I do this because I want the play space to feel as tangible as possible for all the players (including the GM). I call this Story Now in the Streets, Right to Dream in the Sheets.
Thanks for providing that wonderful passage.That article on Six Cultures of Gaming is leading me to some interesting stuff; thanks @Neonchameleon! One in particular may be of further interest to folks here – Observations on GNS Simulationism, with this juicy bit on railroading:
I think PC vs PC is interesting because, at least most of the time, I would assume that resolution via GM extrapolation from backstory (whether revealed or secret) is not normally an option!Another common form of situation first play that happens all the time in my experience are those moments where a player or set of players say something along the lines of "I want a scene where PC X confronts PC Y about their feelings for NPC Z" and we then fill in the details of how that scene came about as we start playing it. This is pretty much what the Nordic LARP play culture is all about. In my experience it's also phenomenally common in a lot of tabletop play, particularly in the World of Darkness and Legend of the 5 Rings fandoms. We do this thing all the time in the groups I play more traditional games with.
Don't know how relevant that is.
I hope Violette didn't get together with either of them, and instead found someone who actually respects her opinion and won't scheme behind her back to hand her over like a trophy!In my table's Prince Valiant game two knight PCs - Sir Gerran and Sir Morgath - confronted one another about their wooing of the NPC Violette. The scene was framed very casually - I think we just established that the PCs went to a tavern to drink together. We resolved their interaction via opposed Fellowship checks (ie to see who would do the "good bloke" thing and step out of the way of the other). I think it was probably less intense than a Nordic LARPing take would be!
Sometime ago, I ran a one shot of an OSR supplement called The Stygian Library. It's a really interesting book! Though I'm not sure the remastered version is worth it. Anyway, it's basically a procedurally generated dungeon in the form of an extradimensional library. The locations are very OSR: lots of things to interact with, random tables for searching rooms or hearing rumors and what not. The overall structure, however, is very interesting, and makes it play in a particular way. The players enter a randomly generated room and can choose to go deeper, in which case a different room is generated (along with randomly generated room "details," NPCs/monsters, and items). The list of possible randomly generated things changes based on their "depth" in the library and how they interact with npcs. The locations are not literally connected to each other, so traveling between them could mean traveling down hallways, up or down stairs, etc. This means that the players can go deeper, but they can also choose to go back, and then go deeper again, meaning another set of randomly generated rooms/details/npcs/items/etc (you can see why a book is not the most user-friendly presentation of this kind of thing...). They could keep going back and going deeper until they found a situation that they liked, though I guess eventually you would run out of possible combinations.How many times do I have to post that "situation first" also includes "living novel" play of the sort that Lewis Pulsipher was criticising back in the late 70s? (EDIT: As best I can tell, @Manbearcat's "Calvinball" as an instance of improv that is contrasted with "story now - post 1252 - is what I am calling "living novel", or at least pretty much in the same ballpark.)
Here's a post I made, reflecting on those criticism, about 4 years ago:
In the context of this current thread, "manipulating players" is what has been referred to as Force.
And what "story now" RPGing generally relies upon is ways of allowing stuff to be made up on the spot that do yield genuine consequences and that don't require the use of Force. AD&D is a bit more rickety in this respect than Burning Wheel; I suspect the same is true of 5e D&D. But it can be done in AD&D and can probably be done in 5e.
If someone is doing this using "backstory first" rather than "situation first" then they should post about it. Without an example of that, though, I am stuck with my own thought that there is the risk of the occasional dull adventure - because the players don't engage the right bit of backstory - unless the GM uses Force to override the "natural" consequences of those dullness-threatening action declarations.
And as I've already posted, if this becomes anything like a regular occurrence then why maintain the pretence of backstory first play?
Please note that I am going to try and use words in their, um, natural language (it's 5e!) so as to allow a multiplicity of opinions. To the extent that I accidentally employ jargon, it is not intentional, and I will explain any terms I use if they are meant to be "terms."
There are at least six main cultures of play that have emerged over the course of the roleplaying game hobby. There may be more: my analysis is mainly restricted to English-language RPG cultures, tho' at least three of them have significant non-English presences as well. In addition to these six cultures, there's a proto-culture that existed from 1970-1976 before organisation into cultures really began.
A culture of play is a set of shared norms (goals, values, taboos, etc.), considerations, and techniques that inform a group of people who are large enough that they are not all in direct contact with one another (let's call that a "community"). These cultures of play are transmitted through a variety of media, ranging from books and adventures to individuals teaching one another to magazine articles to online streaming shows. A culture of play is broadly similar to a "network of practice" if you're familiar with that jargon.
Individuals in the hobby, having been aligned to and trained in one or more of these cultures, then develop individual styles. I want to point out that I think talking about specific games as inherently part of some culture is misleading, because games can be played in multiple different styles in line with the values of different cultures. But, many games contain text that advocates for them to be played in a way that is in line with a particular culture, or they contain elements that express the creator's adoption of a particular culture's set of values.
Maybe, if you look at it from the "afterwards" perspective.Not arguing, but it seems there might be some overlap between "add fuel to the story" and "fair and logical response."
I don't think so.The first: What I meant was that some GMs might feel that before they can drop-in (or frame, or whatever your verb of choice is) a situation, they might need some sense of the world they're dropping it into. As I understand it, you use Greyhawk for your Burning Wheel for this, and your Cortex Marvel Heroes game uses (or maybe used) the Marvel version of the real world. Maybe that makes the game backstory-first.
Well, I went back and found this:I hope Violette didn't get together with either of them, and instead found someone who actually respects her opinion and won't scheme behind her back to hand her over like a trophy!
So one of the PCs was still a squire. But not long after this, he was knighted, and somewhat railroaded into marrying Lady Elizabeth of York. Which has not gone entirely happily since. Sir Justin later married Violette, but his true passion is the order that he founded, the Knights of St Sigobert.Sir Justin and the squire both compted for Violette's attention, but the initial set of rolls was tied; and then when they sat down to discuss the situation man-to-man over some ales the Presence + Fellowship rolls likewise tied. So neither yielded to the other, and she enjoyed the romantic attention of both of them.
Then I guess maybe I'm objecting to the idea that a GM is only considering one thing. Or always priotitizes the same thing.Maybe, if you look at it from the "afterwards" perspective.
But from the point of view of "beforehand" - ie when the GM has to narrate something - the difference is in respect of the sort of reasons/considerations the GM is having regard to.
Sure. Geography doesn't determine outcomes, but it might constrain player options some--or change the sorts of situations that can/will arise. Maybe that's consistent with what you mean by "color" (if you'll excuse my American (mis)spelling).I don't think so.
In Edwards's essay about setting, he contrasts GM constructs a story • GM learns setting in some detail with Introductory Color • Environment & look-and-feel. Don't get too hung up on "constructs a story" - that's not relevant in this post - but rather the idea of a setting with detail supporting a construction, with "colour" and "look-and-feel". I use Greyhawk for colour: we need a town name (Hardby), we need some geography (when we started our first campaign, the player of the wizard PC had downloaded a picture of an Indian castle and said this is the tower referenced in Jobe's background and I said I think that's in the Abor-Alz and he agreed.
The difference is that colour doesn't determine action resolution outcomes. It's just flavour, "look and feel", filling out the sense of the world. In BW, all our movement is resolved either via free narration (not map-and-key resolution) or via appropriate checks (eg Orienteering checks to navigate safely through the Bright Desert).
That's a reasonable use of the framing. It was kinda what I was getting at upthread when I described the possibility of describing a scene in some detail before turning something violently loose therein. The harm that could come to the civilians (lack of a better word) are at least one available consequence for ... failing to stop whatever violence is ensuing.That's an example of the contrast between "backstory first" and "situation first". In the AW adjudication, the colour of the situation - that includes the fire - is being used to help establish consequences in accordance with the resolution processes, but it is not backstory that settles the resolution outcome (that the water is tainted, or that the fire inevitably spread, or that the PC inevitably suffers burns).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.