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D&D General Railroads, Illusionism, and Participationism

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Ovinomancer

No flips for you!
But potential events or guaranteed events? That's the question.
What is the purpose of the flowchart? It isn't to frame just one possible space for events, it's to frame the prep and things that happen in those events. This isn't just a snapshot of possible play taken from an alternate universe where this is how it worked out. It's a plan for how the game is expected to go. I think the "unexpected" things that get referenced here are more of @Lanefan's "the party just chooses to abandon this an light out in a different direction." I don't get the sense that there's much, if any, space for significant diversion here. Like, for instance, could a player declare that the King's Heart, if stolen, could be ground into a potion that cures his ailing mother's affliction with vampirism, because that character is questing for that and not at all whatever the hooks for the plan were? I don't think there's really much space for actual divergence in that flowchart or in the play it anticipates.
 

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Lanefan

Victoria Rules
What is the purpose of the flowchart? It isn't to frame just one possible space for events, it's to frame the prep and things that happen in those events. This isn't just a snapshot of possible play taken from an alternate universe where this is how it worked out. It's a plan for how the game is expected to go. I think the "unexpected" things that get referenced here are more of @Lanefan's "the party just chooses to abandon this an light out in a different direction." I don't get the sense that there's much, if any, space for significant diversion here.
If you looked at one of my storyboards you would - just by looking at it - probably get much the same impression; because the storyboard can't futureproof itself. On paper it just looks like strings of adventure names, connected by more or less solid/convincing arrows. :)

That said, if you looked at my v.1 storyboard for this campaign and at the latest* one (v.11 or 12 I think) you'd see very little resemblance whatsoever - other than the presence of one very high-level embedded AP** I've had in mind since day one, that has yet to see play and may never - as so much has changed over time.

* - "latest" here does not exactly mean recent; I haven't really looked at the main storyboard since well before covid, as since covid hit I've been running off-board single-player adventures for my wife, though still as part of the larger campaign/setting.
** - and this one, if ever arrived at, will be much more of a railroad than what I usually do as it leads to the campaign's (theoretical) end.
Like, for instance, could a player declare that the King's Heart, if stolen, could be ground into a potion that cures his ailing mother's affliction with vampirism, because that character is questing for that and not at all whatever the hooks for the plan were?
No, but that has nothing to do with the flowchart. Here you're running aground on (is it called the Czege principle?), where a player is authoring both the problem and the solution.
I don't think there's really much space for actual divergence in that flowchart or in the play it anticipates.
I can't speak for @Scott Christian but were that my flowchart I'd be utterly shocked (and a bit disappointed) if there wasn't any divergence by halfway down page one! :)
 

EzekielRaiden

Follower of the Way
This all seems to describe fairly straightforward "backstory first" play.
I mean, it may be?

I'm not sure where the impetus for the fictional trajectories - solving the murder in the first quote, responsibility to rehabilitate the cultists in the second - is coming from.
Solving the murder came about in the following way (eliding out the relatively distant stuff):
1. The party saved some folks in an artificial plane called Zerzura, some of whom want to return to the mortal plane. This is...problematic, as Zerzura had some NASTY stuff in it, which the Asiad al-Khafyun have specifically been keeping underquarantine for a thousand years or more.
2. The bard deeply cares about these people for personal reasons (I expected them to matter, but was blown away by how much the player cared). He wanted to work with Fahd (leader of the Asiad al-Khafyun) to find a way to bring them back without revealing their origin.
3. Fahd said that he would accept it if the party could get official immigration papers for the Zerzura immigrants, but the party would have to figure that out themselves.
4. The obvious choice (which the players immediately asked about without my prompting) was Jinnistan--particularly because these folks had effectively become the first (known) aasimar, which made them look a lot like (ordinary, mortal) earth genies.*
5. Players tapped various sources they know and learned of four Jinnistani courts (out of the many) where there are nobles with documented sympathy/relations with mortals. Players chose Mount Matahat, an earth genie sultanate, and researched its political climate.
6. Got an audience with one of the four half-sibling sultans of Matahat, Kavur, known to have a love of exotic things and (in particular) books. He was amenable to helping them, but asked for their help in return: Attend an upcoming masquerade ball (under the guise of his younger brother's invitation) because Kavur thinks his eldest sister, the Padishah Sultana, has behaved paranoid and possibly dangerously.
7. Party helped younger brother, sultan Zubayr, and got as payment from him an invite to the masquerade ball (celebrating an eclipse), though Zubayr thought that was a bit trifling so he added some more stuff.
8. They arrived at the sequestered mansion for the ball, ready for some kind of intrigue, and were shocked (players' own admission) that a murder occurs while they're at the party. The Padishah Sultana requests their aid to investigate, as they are literally the only even remotely disinterested party present.

So...the ultimate reason for investigating the murder is player-derived: player has a thing for saving/protecting/helping people connected to him. This triggered a chain of events in response to his efforts, leading up to the murder-mystery. Once the party had

"Responsibility to rehabilitate" is a lot simpler. The character's past actions caused an internecine conflict within the Raven-Shadow assassin-cult. About 40% of the cult has decided he's essentially a prophesied savior of sorts, due to meeting most or all the requirements as far as they can tell. The other 60% think he's a deceiver trying to destroy them. The player is 100% the reason why there's any "responsibility" to rehabilitate; the cult has some very evil beliefs, but those who have chosen to help and protect the bard and his family have endeared themselves to him, and he (as usual) wants to "fix" them. I had left open that possibility long ago, but never really expected it to happen--the player has m

*Ordinary genies are a lot more like genasi, but without any overt elemental manifestations. Only the tiny percentage that make the transition to "noble" genies have major magic powers--and only they are nigh-immortal. So mortal earth genies often have bright, even actually metallic-colored hair, swarthy or even slightly outside-human-norm skin tones, etc.

Likewise. There is unrevealed backstory authored by you - the stuff about the way these various NPCs are related - and the actions declared by the players "activate" the scenes latent in it, including meeting the hidden dragon.
Yeah, there's definitely backstory elements I prepared in advance to be discovered, and others that have grown up naturally. It's a mix. Part of this is that I started with a setting created by other players, so there were some things "already established" without coming from this specific group of players. Overall, though, I do my best to build things either via improvisation, or merely preparing what stuff is required by what a session has just established (e.g. when the party wanted to seek out a prominent weapon merchant, I invented one between sessions that would gladly meet with them).

I'm not sure what depends means here. What are the things that are in a relationship of dependence?
Introduction, advancement, or resolution of any element of the story.

So, as an example, the "redeem the cultists" thing the Bard is set on doing. If, in the course of advancing the fiction, I unintentionally make it so there is one, and only one, way that the Bard could (say) cement his claim and win over some of the cultists that doubt his savior status, that means I've screwed up. I've limited what the players could do far too much, I've made it so they have to play a story I want, rather than being open to developing the story that interests them. If going forward--resolving whatever tension currently exists in the fiction or introducing new tension into it--cannot happen without one specific event or response from the players, that's the kind of dependency I'm talking about, and that's a serious failure on my part.
 

pemerton

Legend
If, in the course of advancing the fiction, I unintentionally make it so there is one, and only one, way that the Bard could (say) cement his claim and win over some of the cultists that doubt his savior status, that means I've screwed up.
I'm not 100% sure what this would look like.
 

Overall, though, I do my best to build things either via improvisation, or merely preparing what stuff is required by what a session has just established (e.g. when the party wanted to seek out a prominent weapon merchant, I invented one between sessions that would gladly meet with them).

What @pemerton is getting at with "backstory first" vs "situation first" is the following:

In AW games, the system has its say and you're playing to find out what happens. So when I'm running Dungeon World and a player wants to generate content (like a useful/interesting NPC or legend) its overwhelmingly going to be the formulation of:

1) Player proposes a thing that may be true in the fiction. A Wizard might use Spout Lore or a Divination Spell. A Cleric might use Guidance. A Rogue might use Connections. Etc.

For instance, the Wizard might say "I believe there is an ancient dwarven forge nearby that we can use to repair the Paladin's ruined armor."

2) When you do it, you do it and AW games so we roll Spout Lore because the trigger is up. Here are some possible results per principally guided DW GMing.

10+ (Interesting and Useful) - "The legend says the forge is in a dugout notched under the glacier near Camp 2. It is ever-burning so where there is meltwater, you will find the forge."

7-9 (Interesting) - "The legend says the forge is in a dugout notched under the glacier near Camp 2."

6- (Its there but here is some further suckitude to frame a decision-point as well) - "The legend says the forge is in a dugout notched under the glacier near Camp 2. The fires of the forge were quenched long, long ago...as were the lives of the dwarves who worked it. Whatever did the quenching likely still lurks within."





So this is an example of "situation first." There is no unrevealed backstory to reference; hence not "backstory first." The GM is letting all parties have their say; player > system > GM (principally guided and constrained by system).

A typical DW game is resolved overwhelmingly by the compounding fiction and gamestate (which emerges and then accretes from the process above) to create setting and further situation (rinse/repeat).

This stuff fills out your extremely low resolution map as you play and informs any pithy Front/Danger notes you take. On Fronts/Dangers.

Fronts/Dangers are basically just like Dogs in the Vineyard prep; its low resolution, dramatic need driven (typically pithy keywords or phrases), and has a level of fixedness that is more malleable than "backstory first" games (though that doesn't mean its unmoored; see dramatic need prior and the constraints of the game's principles and the constraints of the player's evinced interests via their PC build flags and their actual play...all of this constrain the "decision space" and "move space" for the GM). The game itself (premise), the players (their thematic questions - Bonds and Alignment - embedded in their characters and their answers to questions when you "ask questions and use their answers"), and the play of the game (generated content live during play) will guide and constrain any dangers, dooms, portents, and stakes that you feel you need to put out there to challenge the beliefs and relationships that the players have signaled as important to them and that have spun out of the process of snowballing move resolution and attendant setting generation.

You're not prepping plot or high resolution unrevealed backstory, you're prepping situation and then you're making soft moves or hard moves depending upon what the players do, what the results of moves are, and when you have to frame provocative scenes (like the scene where the players are trying to get to that dwarven forge buried under the glacier on the speculative 6- Spout Lore move above).


So, to put it altogether:

If you're prepping a lot of high resolution unrevealed backstory and using that as an input on action declarations and move resolution, then you're (a) doing something different than what pemerton is referring to (situation first) and (b) drifting DW play (and AW play more broadly).

Which is fine. Drifting a game is (of course) totally kosher. But its a different play experience than a situation first game where all participants at the table are continuously playing to find out (because unrevealed backstory isn't something that gets referenced as an input for play in any significant, binding way).
 

FrogReaver

As long as i get to be the frog
What @pemerton is getting at with "backstory first" vs "situation first" is the following:

In AW games, the system has its say and you're playing to find out what happens. So when I'm running Dungeon World and a player wants to generate content (like a useful/interesting NPC or legend) its overwhelmingly going to be the formulation of:

1) Player proposes a thing that may be true in the fiction. A Wizard might use Spout Lore or a Divination Spell. A Cleric might use Guidance. A Rogue might use Connections. Etc.

For instance, the Wizard might say "I believe there is an ancient dwarven forge nearby that we can use to repair the Paladin's ruined armor."

2) When you do it, you do it and AW games so we roll Spout Lore because the trigger is up. Here are some possible results per principally guided DW GMing.

10+ (Interesting and Useful) - "The legend says the forge is in a dugout notched under the glacier near Camp 2. It is ever-burning so where there is meltwater, you will find the forge."

7-9 (Interesting) - "The legend says the forge is in a dugout notched under the glacier near Camp 2."

6- (Its there but here is some further suckitude to frame a decision-point as well) - "The legend says the forge is in a dugout notched under the glacier near Camp 2. The fires of the forge were quenched long, long ago...as were the lives of the dwarves who worked it. Whatever did the quenching likely still lurks within."





So this is an example of "situation first." There is no unrevealed backstory to reference; hence not "backstory first." The GM is letting all parties have their say; player > system > GM (principally guided and constrained by system).

A typical DW game is resolved overwhelmingly by the compounding fiction and gamestate (which emerges and then accretes from the process above) to create setting and further situation (rinse/repeat).

This stuff fills out your extremely low resolution map as you play and informs any pithy Front/Danger notes you take. On Fronts/Dangers.

Fronts/Dangers are basically just like Dogs in the Vineyard prep; its low resolution, dramatic need driven (typically pithy keywords or phrases), and has a level of fixedness that is more malleable than "backstory first" games (though that doesn't mean its unmoored; see dramatic need prior and the constraints of the game's principles and the constraints of the player's evinced interests via their PC build flags and their actual play...all of this constrain the "decision space" and "move space" for the GM). The game itself (premise), the players (their thematic questions - Bonds and Alignment - embedded in their characters and their answers to questions when you "ask questions and use their answers"), and the play of the game (generated content live during play) will guide and constrain any dangers, dooms, portents, and stakes that you feel you need to put out there to challenge the beliefs and relationships that the players have signaled as important to them and that have spun out of the process of snowballing move resolution and attendant setting generation.

You're not prepping plot or high resolution unrevealed backstory, you're prepping situation and then you're making soft moves or hard moves depending upon what the players do, what the results of moves are, and when you have to frame provocative scenes (like the scene where the players are trying to get to that dwarven forge buried under the glacier on the speculative 6- Spout Lore move above).


So, to put it altogether:

If you're prepping a lot of high resolution unrevealed backstory and using that as an input on action declarations and move resolution, then you're (a) doing something different than what pemerton is referring to (situation first) and (b) drifting DW play (and AW play more broadly).

Which is fine. Drifting a game is (of course) totally kosher. But its a different play experience than a situation first game where all participants at the table are continuously playing to find out (because unrevealed backstory isn't something that gets referenced as an input for play in any significant, binding way).
I think the phrase ‘playing to find out’ isn’t a very good description of the play you are describing. Maybe that’s part of the disconnect many have.
 


Agreed.

What's not clear from Scott's storyboards is whether he's designing a hardline AP there or just spitballing how things might go, with the whole thing open to change and revision - or complete rewriting - as the campaign develops. I took it as the latter, perhaps because I do very much the same thing for my game.
That's a good question. Since the story board has three different endings, I was curious if that was leeway enough for people to not call it railroading. I suspect, that like most DM's that write their own setting and materials, some things need to be plotted in advance. And if the group is okay with running an adventure that is more linear.

And you could have unlimited endings, but for the most part that is complete impromptu. Which can be fun in its own way. But it lacks the same definition and clarity of an adventure path.
 

EzekielRaiden

Follower of the Way
What system was @EzekielRaiden's campaign using? Perhaps it was mentioned, but I couldn't find it.
Dungeon World, though I've had several discussions where various people either straight-up say I use it wrong, or suggest my usage of it runs counter to its purpose. (I have, for example, used house-rules to ignore the "after level 10 you retire or change playbooks" rules, based off stuff a friend once did for a game where I was a player. Overall, it works quite well.)

I'm not 100% sure what this would look like.
Examples are hard since it's a rare failure state I desperately avoid. But let's use my "murder among nobles" analogy. Assume the murder, and the party's interest in it, arises purely from play, no "I want the players to solve a murder" on my part. The Count was murdered. The Baron, the Duke, his lover, and his wife are all suspects.

Earlier, you wondered about my "illusionism of a different color," and this works. I dislike a "quantum killer," only resolved after observation, e.g. leaving the killer undefined until we all "discover" that it was the Countess (or w/e). But that's not the players discovering anything, they're very literally creating the past that led to their current actions, indeed somewhat "causing" that past and not some other past. You can't "discover" things that you, yourself, built with your own hands. It would be like saying Tolkien "discovered" Arda, or that I "discovered" the words of this post. Pretending otherwise is, to my eyes, a form of illusionism. It is the pretense that the story, the fiction, in any way meaningfully "exists" when it not only can be but must be continually overwritten in order that whatever becomes true right now was "always" true even in the past.

For some things, I can't accept that. That much wibbly-wobbly-timey-wimey-ball-of-stuff highlights with painful clarity exactly how artificial and made-up it is. I surely don't need literally every factual truth of the world nailed down from session 1, that would be boring. But certain really important facts need to exist independently--so they can be discovered, not just invented. So, working from the fiction, I do select someone who is the real killer--but do not pre-determine whether the party solves the case. There will be consequences based on who they blame and how strong their case is; I could never predict all such consequences in advance, so I give a rough sketch of some and we, together, find out exactly what consequences will result. Nothing ever goes fully according to plan anyway, so there's not much point in over-planning, is there?

Thus I feel a need for a knowable answer to some questions, like "who killed the victim?", before the players piece the evidence together. But if the answer exists, it must be accessible, and I am responsible for that. Being human--flawed and finite--I necessarily do so imperfectly. Mostly this just means my clever group surprises me. Sometimes, though...it means I paint myself into a corner, with facts that are necessary but difficult to access, e.g. even if I wrack my brain I can't conceive of more than one way to do it. I work hard to avoid such pits (and, thankfully, rarely fall into them), because that becomes Mother-May-I gaming, people just dancing to my fully-prewritten tune, dragged along by the ear, rather than a world that both I and my players contribute to and build collectively.

I suppose a jazz analogy works alright. Jazz isn't 100% improv all the time, but without improv, it dies. Without a common piece or at least a common structure (like call-and-response), it can become discordant. Yet the whole point is to show off the performer, not the piece or composer. That tension between improvisation being where the real life of the game occurs, and some amount of common structure being at least extremely useful for enabling that improvisation, is where my DMing style seems to lay, at least for Dungeon World.

If you're prepping a lot of high resolution unrevealed backstory and using that as an input on action declarations and move resolution, then you're (a) doing something different than what pemerton is referring to (situation first) and (b) drifting DW play (and AW play more broadly).
But...I use both things. Frequently. Almost all of the NPCs that exist in the game, for example, are not like Shen, and are more like Hafsa (who resulted from the first group, not the current one, looking for a trustworthy Waziri to help them). All of the siblings that take turns ruling Mount Matahat, for example, only became relevant because the players went looking for receptive Jinnistani nobles to cut a deal with. That Jinnistan exists, as another example, came out of the Session 0 discussion where we worked out some things (I didn't want "demon blood" being a readily-available thing in this setting--demons are scary and people don't truck with them casually--so instead it became Jinnistani wine, which then led to questions asked on all sides about what Jinnistan is like.) I included some setting elements because I thought they were fun. After it was already established that Devils and Demons are always evil (but, unlike their standard D&D cousins, not stupidly self-sabotaging), that's when I knew I needed a reason why they could be both fully sapient and also "always evil."

That's sort of my problem with a lot of this stuff. I feel as though I'm being told (essentially) "Oh, you always use Story Before in a game meant for Story Now," or "Oh, so you only use Story Now in this Story Now game?" And the real truth is...I use both. There are some Story Before elements so that (for example) if the players travel to a brand-new locale, it will feel rich and vibrant when they arrive, because I'll have basic answers to expected questions (local food, for example, is something the party almost always asks about, so I have done research on various North African cuisine so that I can give rapid-fire but not strictly "prepared" answers to such questions.)

I had some Story Before elements I wanted to include, because I think they're fun (e.g. at an extremely high level, "Arabian Nights fantasy"). My players are okay with that. But I also bend over backwards, almost as hard as I possibly can, to support and engage with whatever my players pursue in Story Now terms. Half or more of my campaign came (and continues to come) from fun things that arose through answering Discern Realities questions, or the Bard exploiting his Bardic Lore, or the Druid calling on spirits for aid, or the Wizard remembering an obscure bit of arcane knowledge that points toward a surprise or advantage.
 

Dungeon World, though I've had several discussions where various people either straight-up say I use it wrong, or suggest my usage of it runs counter to its purpose. (I have, for example, used house-rules to ignore the "after level 10 you retire or change playbooks" rules, based off stuff a friend once did for a game where I was a player. Overall, it works quite well.)
Technically, you might be using it wrong, but if it works and the players are having fun then it's not actually wrong. 🤷
 
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