Crimson Longinus
Legend
Right.Player establishes the character's dramatic need.
What does this mean?Player establishes the context for the stakes.
We tried to unpack this earlier, I don't think we quite got there. what makes some action 'a judgement'? Also, is every thing the characters do in a story now game 'a judgement?' Don't they ever just non judgementally put boots on or order a drink? What portion of the player actions need to be these judgements for qualify for Story Now?Player chooses the response, which expresses some sort of judgement/valuation in relation to the fictional situation.
Sure. I just don't think why on Earth you think this is at all unique to Story Now. In my game today the characters allied with a harpy. Fine by me, she seemed like a nice lass, if you don't mind murderous cannibals. (I was being unfear, it's technically not cannibalism, she wouldn't eat other harpies.)The system and social context do not dictate a "right answer".
Both, probably some other things too. When starting a game it is customary to agree upon what the game is at least roughly about, right? You seem to do so too, everyone does. It might be something very specific, or it might be pretty broad, but it practically always exists. And this premise informs and influences what sort of things the characters do in the game, thus it influences what sort of decisions the players make. Do you disagree with some part of this?You mean this?
By "premise" do you mean "genre"? "Subject matter"?
Right. This is the premise, and I'd assume it informs what sort of things the players declare their characters will actually do.It's a game of Arthurian romantic fantasy. There are no spaceships or beam weapons or radios or railways. If the players feel like engaging with those things, we play other games.
Within the scope of the genre, the system does not tell the players whether to take the side of the nobles or the peasants. Whether to oppose bandits, or by sympathetic to them, or join with them. Whether to be Christian or pagan. Whether to kill or convert their enemies. Whether to be faithful to their spouses, or to follow their hearts. These are the sorts of situations that a game of Arthurian romantic fantasy generates. The players express their own judgements, via the play of their characters.
I am trying to nail down at which point in your book establishing a premise stops and establishing non-story-now-appropriate influences to the player decision making begins. Like if I say the theme of the game is 'sword and sorceryish pulp adventures" which it is? What if I said it is "Star Wars rebel heroes" game? That kinda implies morality. Is it just the limits to morality we are worried about here, or the style and flavour of things the characters are assumed to do?
A lot of 5e D&D play gets described on these boards. I don't see accounts of "story now" play. Maybe they are there and I've missed them.
No one is claimed 5e play is Story Now. Merely that that the things you define as indicators of story now can and are present in it. Hell, it is very common that things on both your story now and not-story-now lists are presents in the same game, happily mixed. Like some stakes are based on player defined character's dramatic needs, and some are GM established in reference to the setting. And of course in all sort of games the player's actions can have impact, and it is hella weird to think that they wouldn't. On your list of non-story-now only the first is one is at least somewhat recognisably present in my games. What this means, I don't, know, except that your binary definitions do not reflect the reality.
When I started a thread asking What is worldbuilding for?, I got a lot of replies from 5e players which demonstrated that they do not play "story now" 5e. I don't recall any replies from 5e "story now" players.
Yeah, I absolutely love worldbuilding. If this is antithetical to story now, then that's a black mark against story now in my book.
Why does it matter? And certainly you know how the 5e rules work?I don't know how you resolve these action declarations - looking for spell components, looking for wealthy people, gathering information, and burglarising someone.
I don't know what is at stake in these action declarations, how they speak to any dramatic needs, and what sort of "point" is being made in declaring them.
On the basis of your description, and having to fill in those gaps, it seems to me that you are describing play that is predominantly what I (following Edwards) would call high concept simulationism, but probably with some gamist moments (when the players have to take a chance and in that moment of play - which sometimes might be a relatively extended moment - find out if they win or lose). My reason for making this conjecture is that your description focuses on the setting and situation but says nothing about the characters or the stakes in value-laden terms; and I'm treating your descriptions as an indicator of what you find salient, and then basing my conjecture on that.
Because it's a conjecture it of course might be wrong.
The point was about how character driven play occurs in non-story-now games. The players decide that they want to do something, they do, and then the story is suddenly about that.
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