Alright, situation-framing. Here are two easy examples I’ll copy and paste directly from Discord as I’m teaching a group to work through the density of Torchbearer. The first one is the situation-framing for a Kill Conflict. The second is situation-framing for Camp Phase:
KILL CONFLICT
Alright , lets start with a Flee or Kill Conflict (I'm deferring to you).
You're on a Journey to your Adventure site. Its the scant few hours of day this far north so no light issues. This is your 3rd Leg out of 3 Legs and this leg is Wilderness. Your Pathfinder Test yielded a Twist. Its a Twist, so I get to decide the Conflict type. However, I'm going to defer to you guys. Do you run? If so, it will be Flee (this is very dangerous terrain). Otherwise, its Kill. Your navigation of the ridge line has led you to a tumulus that has been disrupted. The stones still stand as they were, but the graves that lie beneath have been unearthed due to landslide or some other natural event. The remains and their valuables lie strewn about a 100 SF area on a steep, dangerous grade.
Scat, tracks, and a day-old carcass quickly reveal that a pack of Dire Wolves take up residence in the former hewn earthen tomb, treating the hollow as a cozy burrow! Birch trees dot the ridgeline and the more flat, broadened areas of it. A single huge wolf appears as a shadow in a stand of birches. Where there is one, there is inevitably more. 12 paces and circling, darting like a shadow between birch trees as it does.
Flee or Kill (they're Might 3 w/ Leader Might 4 so you can Kill)?
1) Pick a Conflict Captain for tiebreaker stuff to rep the group for the conflict.
2) Roll Disposition after you determine the conflict type.
- After that, I'll declare my weapons/traits and action order (and I'll give you fiction around that).
- Then you declare weapons/traits et al and your action order.
- Then we'll declare and reveal actions and test.
CAMP PHASE
Alright, lets practice a Camp Phase.
* Everyone has the following Conditions: Hungry and Thirsty and Exhausted.
* One of you has Injured. Another has Angry (I'll let you guys decide who).
* You guys have 4 Checks between you to spend in Camp.
* We'll put this in Wilderness (meaning the Adventure is a Wilderness one). That will affect the Camp Events table and any possible Danger/Twists that occur as a result of Checks. You're on a steep cliff of a fjord, looking down at the inlet. A pine forest spreads all around you. Its nearing freezing cold and there is a light rain. The area is Unsafe due to the conditions (-2 to Camp Events table), but not Dangerous. You would have liked to have found better conditions/locale, but you decided to settle here because The Grind was crushing you guys (couldn't afford more Exploration Turns) and you needed respite.
* You're at Turn 2 and at the end of Turn 4 of The Grind, you guys will incur another Condition. Turns don't take place in Camp Phase. However, if you want to Survey for a good camp site w/ amenities, that will cost a Turn in the Adventuring Phase (putting you guys at 3/4 Grind). Doing this grants several advantages to Camp.
- a Camp w/ Shelter grants +1 to Camp Events table.
- a Camp w/ Concealment grants a further +1 to Camp Events table.
- a Camp w/ Water Source (lets you refill your skin et al).
These things would also impact fictional positioning if we get a Calamity/Twist.
* You're in Wilderness, so that is already Ob2. Each amenity is a Factor, so your minimum Survivalist Ob3 and max Ob5. You can also use Survivalist w/ any of your Checks to add Amenities if you want to. Alright, so this is the first procedure for Camp. Do you guys want to spend an Adventure Phase Turn (bringing you 3/4 on Grind) to look for a good camp (if so, what are you looking for) or are you cold-camping? * EDIT - you get an auto +1 to Camp Events in Wilderness because of your Ranger.
Situation-framing brings in the relevant fictional and mechanical parameters for an obstacle/conflict facing the players. They orient themselves to the situation before them using this information > make further observations (via moves or back-and-forth of conversation) > decide on a course > act.
The above two are discrete situations removed from any actual through-line of play. This is just practice stuff. GMs can, and should, do this to hone their own skills and the skills/familiarity of their players so that the actual subsequent session play is improved.