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Advice for new "story now" GMs

innerdude

Legend
Another thought --- in some regard, my idea above seems counter-intuitive to the goal of Story Now. "Wait, so you want the fiction to be transparent and relevant to player action declarations, but you're defining it as late as possible. How does that work?"

By holding the point of "truth definitionality" to the last possible moment, it allows you as a GM the freedom to impute the most relevant details and descriptors. It lets you dynamically weight potential risk/rewards, scale the dramatic impacts, and telegraph the right threats / opportunities that drive play toward PC concerns,  now.

And honestly, this can be harder in moment to moment cases than "trad" GM-ing. There's definitely a learned mindset and technique to it that in my experience doesn't naturally follow from doing what I'd usually do in "trad" GM-ing play.
 

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pemerton

Legend
in Story Now play as a GM, it's generally best to only define something as "true" within the fiction as late as possible.

<snip>

it's usually best to put forth what actually is true as a response to play.

<snip>

one of things I had to learn for Story Now GM-ing is to scale back the level of specificity of my ideas. As a "trad" GM, we get used to defining highly detailed, highly granular notes about everything. Story Now play seems to work better if you take general ideas / themes / concepts, but then let the direction of play fill in the specifics along the way.
By holding the point of "truth definitionality" to the last possible moment, it allows you as a GM the freedom to impute the most relevant details and descriptors. It lets you dynamically weight potential risk/rewards, scale the dramatic impacts, and telegraph the right threats / opportunities that drive play toward PC concerns,  now.

And honestly, this can be harder in moment to moment cases than "trad" GM-ing. There's definitely a learned mindset and technique to it that in my experience doesn't naturally follow from doing what I'd usually do in "trad" GM-ing play.
Harder, I guess, in the sense that you don't have notes telling you what exactly to say?

On the other hand, easier in so far as you don't need to spend so much time writing up notes!

If and when the most obvious conclusion of a turn of play is in front of you, take it
This can certainly help as a prompt to creativity.

Here's Eero Tuovinen's description of (what he calls) "the standard narrativistic model":

Backstory is the part of a roleplaying game scenario that “has happened before the game began”. The concept only makes sense when somebody has done preparatory work for the game or is using specific heuristics to simulate such preparation in real-time. For example, if the GM has decided in advance that the butler did it, then that is part of the backstory – it happened before the player characters came to the scene, and the GM will do his job with the assumption that this is an unchanging part of the game, even if the players might not know about it. Similarly a player character’s personal history is part of the backstory in a game that requires such. Backstory is specifically separate from what might happen during play itself. . . .

One type of player role is when the game requires a player to be an advocate for a single player character – this advocacy thing is an exact theory term, unlike the fuzzy concept of “player role”. When a player is an advocate for a character in a roleplaying game, this means that his task in playing the game is to express his character’s personality, interests and agenda for the benefit of himself and other players. This means that the player tells the others what his character does, thinks and feels, and he’s doing his job well if the picture he paints of the character is clear and powerful, easy to relate to. . . .

I find that the riddle of roleplaying is answered thusly: it is more fun to play a roleplaying game than write a novel because the game by the virtue of its system allows you to take on a variety of roles that are inherently more entertaining than that of pure authorship. . . .

[A]ll but the most experimental narrativistic games run on a very simple and rewarding role distribution that relies heavily on both absolute backstory authority and character advocacy. . . .
  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 (defined in narrativistic theory as moments of in-character action that carry weight as commentary on the game’s premise) 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 (or wherever the premise comes from, depends on the game). 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).
These games are tremendously fun, and they form a very discrete family of games wherein many techniques are interchangeable between the games. The most important common trait these games share is the GM authority over backstory and dramatic coordination . . . which powers the GM uses to put the player characters into pertinent choice situations.​

Tuovinen contrasts the above framework with a RPG that is

explicitly No Myth, as it presumes that the setting and characters and everything else in the game is only thinly present as story elements introduced by the players on the spot. Any backstory presented to the group is handled as an extension of other authorities the players wield, such as the right to describe a scene and thus imply things about the location’s past. To preserve story coherence and provide twists into the story the game doesn’t use a backstory, but rather evaluation of reasonability (if somebody starts spouting some wacky naughty word, you stop the game and talk about it) and pure imaginative inspiration (assuming your wacky naughty word is not too wacky, it gets into the game and thus changes the story on the spot, even casting doubt on what has gone on before).​

Most "story now" RPGing will not be as literally "no myth" as just described: the players will have established some "myth" about their PCs, and the GM is allowed to refer to "myth" - that player-authored myth, or their own myth, or "myth" they invent as they go along (this is Tuovinen's reference to "heuristics that simulate preparation in real time") - in order to present situations to the players, and establish consequences for their actions.

Coming up with that myth does require effort. It's a creative endeavour. But the "story now" GM should have prompts in front of them: the work the players have done; the work the GM has done in presenting a scene/situation/obstacle; the sorts of outcomes or consequences suggested by the rules and genre and themes of the particular RPG being played. There is also a technique that Apocalypse World sets out: asking the players and building on their answers. (Eg "Why would so-and-so be so angry at you?")

Be very, very careful about directly injecting your own ideas of "This sounds fun to me" without consulting the other GM principles first ---- Does it follow from established fiction? Does it address PC concerns? Is it the most impactful version of the outcome? Does a recent PC action success or failure require it to help or hurt more than usual? Have you followed the correct procedure as identified by player and GM side "moves"?
I certainly agree that you should be following the rules. For instance, if the rules state that, in a particular at-the-table circumstance (say, if the player rolls a success) or in a particular in-ficiton circumstances (say - and referencing Burning Wheel - if the player has their character seek out a character with whom they have a Relationship) the player gets what they want, then the GM should be conforming to that. These rules create the expectations for who gets to establish what bits of the fiction, and when and how they get to do it - it's not the prerogative of any one participant to change that, and there's a pretty good chance that the designer has written the rule as it is for a reason.

But when, as GM, it's your time to say something, I think you can do worse than saying something that seems fun or interesting to you. After all, if the players disagree, then - as per the OP - they should be able to use the methods the game gives them to steer play towards other things!
 

pemerton

Legend
A follow-up to the preceding post:

As a "story now" GM, be wary of aspects of the RPG you're playing which mean that the only way to resolve a situation you've set up is for you, as GM, to make up an outcome. This is an obstacle to player protagonism, because it tends to put you - the GM - in charge of obstacles, and stakes, and consequences, and so basically you're just telling the players a story.

This is the problem with Classic Traveller onworld exploration that I mentioned upthread - the GM controls framing and outcomes, perhaps mediated via maps or notes that they have prepared.

In some RPGs, this problem is a feature, often a well-known feature, of social conflicts.

With that said, "being wary" doesn't mean "avoiding". As I also mentioned upthread, in my Classic Traveller play I don't avoid having the PCs do things onworld. It's just that I use this as framing and colour - part of setting up situations - rather than as an aspect of resolution in itself.

In A Wicked Age takes a similar approach to some sorts of conflict (p 12):

When do you roll dice?

Roll dice when one character undertakes to do some concrete thing, and another character can and would try to interfere. Every player with a character involved, including you as GM, rolls dice for their own character. If you have more than one NPC involved, roll separate dice for each.

Don’t roll dice when two characters are having a conversation, no matter how heated it becomes; wait until one or the other acts.

Don’t roll dice when a character undertakes to do some concrete thing and no other character can or would try to interfere.​

The precise boundary between "having a conversation" and "doing some concrete thing", acting, must be a matter for each table, though some examples provided on the same page are suggestive of Vincent Baker's thoughts as the game's designer:

Amek [a chieftain] and Tajie [a beautiful woman under his protection] are in some private circumstance, taking a meal maybe, and Shahu Seen [a wandering spirit that inflames human passions] whispers in Amek’s ear, pointing out the curve of Tajie’s lip and the way the light falls on her throat, inciting Amek’s passion. You as GM roll dice for Shahu Seen, and Amek’s and Tajie’s players roll dice for their characters.

Bolu Ta [an exorcist] confronts Fa Il Shar [a priest] and argues with him that his harvest god is just a stone, and his religion is just foolish superstition. Nobody rolls any dice.

Bolu Ta and Fa Il Shar are arguing, and finally Fa Il Shar tires of the argument and hits Bolu Ta with his stick. Bolu Ta’s player rolls dice for him, and you as GM roll dice for Fa Il Shar. . . .

Mekha [a young man in love with Tajie] finds Tajie in her tent and confesses his love to her. Shahu Seen whispers in their ears. Tajie’s player considers the situation and decides that Tajie doesn’t resist, but gives in to Shahu Seen’s whispers and Mekha’s passion. Nobody rolls any dice.​

If the RPG you are playing makes certain parts of the fiction candidate elements of framing, but not resolution, you need to make sure that you - as a "story now" GM - don't inadvertently use your authority over framing to close of possibilities in a way that deprotagonises the players.
 

To follow along with @chaochou --- in Story Now play as a GM, it's generally best to only define something as "true" within the fiction as late as possible.

It's totally okay to have ideas in your head of what could be true. Ideas, rumors, possibilities, fronts, NPC goals, etc.

But it's usually best to put forth what actually is true as a response to play. There will almost always be a twist or turn that results from player inputs or action resolution that will enhance or supplement an earlier idea, or twist the original idea, in a way that makes the idea more directly impactful to the fiction and character concerns.

In this same regard, be true to what the fiction demands and implies. If and when the most obvious conclusion of a turn of play is in front of you, take it, especially if it adds dynamism and interest to PC concerns. If you want to throw a twist out there, try a technique from Ironsworn and use an "oracle table" or randomizer to choose between possible conclusions.

Be very, very careful about directly injecting your own ideas of "This sounds fun to me" without consulting the other GM principles first ---- Does it follow from established fiction? Does it address PC concerns? Is it the most impactful version of the outcome? Does a recent PC action success or failure require it to help or hurt more than usual? Have you followed the correct procedure as identified by player and GM side "moves"?

*Edit --- one of things I had to learn for Story Now GM-ing is to scale back the level of specificity of my ideas. As a "trad" GM, we get used to defining highly detailed, highly granular notes about everything. Story Now play seems to work better if you take general ideas / themes / concepts, but then let the direction of play fill in the specifics along the way.
Right, like, over several 4e campaigns I kept introducing various dragons. I didn't have a plan, but I liked the Draconomicon stuff, it had a bunch of ideas and there were a few dragons already 'canonically' in the campaign world from days of yore playing AD&D and whatever. So it wasn't a plan, and about all I did was invent some names and what sort of dragon they generally were. I think about 5 of them variously appeared in play for various reasons. I think they DID roughly correspond to ideas I had, but all the specifics got added later. One was a collector who 'asked' (not very nicely) for the PCs to collect certain things for him. One was a Mercury dragon that was working for a secret society (another thing that had existed just as a name for a long time, but no details). Finally some legendary dragons got invented that the PCs learned about. There MAY (or may not) be theme of draconic wars in that campaign world, nobody ever needed to figure that out, so its still just one possibility. Some of the players invented at least 2 of those dragons themselves, IIRC too. And one showed up completely out of the blue just to make a fight more interesting.
 

Another thought --- in some regard, my idea above seems counter-intuitive to the goal of Story Now. "Wait, so you want the fiction to be transparent and relevant to player action declarations, but you're defining it as late as possible. How does that work?"

By holding the point of "truth definitionality" to the last possible moment, it allows you as a GM the freedom to impute the most relevant details and descriptors. It lets you dynamically weight potential risk/rewards, scale the dramatic impacts, and telegraph the right threats / opportunities that drive play toward PC concerns,  now.

And honestly, this can be harder in moment to moment cases than "trad" GM-ing. There's definitely a learned mindset and technique to it that in my experience doesn't naturally follow from doing what I'd usually do in "trad" GM-ing play.
Yeah, I learned to 'riff' a bit. Close your eyes, enter the imagined space, and just say the scene that comes to mind, adapting it to do what it needs to do as you go. And when you do that, get crazy! Don't stick to the boring and mundane, especially in fantasy, whatever it is, it is fantastical! Its not just a border post, its a floating spire of magical rock which can only be reached using flying mounts.
 

innerdude

Legend
As a "story now" GM, be wary of aspects of the RPG you're playing which mean that the only way to resolve a situation you've set up is for you, as GM, to make up an outcome. This is an obstacle to player protagonism, because it tends to put you - the GM - in charge of obstacles, and stakes, and consequences, and so basically you're just telling the players a story.

If the RPG you are playing makes certain parts of the fiction candidate elements of framing, but not resolution, you need to make sure that you - as a "story now" GM - don't inadvertently use your authority over framing to close of possibilities in a way that deprotagonises the players.

Thanks for this. This clarifies very much what I was trying to convey. It's not about avoiding "interesting" and "intriguing" content as a GM. Interesting and intriguing are better than the alternatives!

It's about ensuring that introducing that content doesn't have the knock on effects @pemerton described.
 

Thanks for this. This clarifies very much what I was trying to convey. It's not about avoiding "interesting" and "intriguing" content as a GM. Interesting and intriguing are better than the alternatives!

It's about ensuring that introducing that content doesn't have the knock on effects @pemerton described.
The living runes on the walls of the Tower of Zorb flow over you and hold you in place, trapped! "Oh, but I learned from the Telchar's Journal that there is a weakness in Zorb's magic. I make the secret sign of the White Order, and the runes withdraw!" (resolution follows, maybe they do and maybe they don't). There are very few cases where some sort of obstacle is absolute, or something is 'impossible'. Now, the above exchange might burn some sort of resource, depending on the system, or open up the player to even more downside, etc.
 

pemerton

Legend
The living runes on the walls of the Tower of Zorb flow over you and hold you in place, trapped! "Oh, but I learned from the Telchar's Journal that there is a weakness in Zorb's magic. I make the secret sign of the White Order, and the runes withdraw!" (resolution follows, maybe they do and maybe they don't). There are very few cases where some sort of obstacle is absolute, or something is 'impossible'. Now, the above exchange might burn some sort of resource, depending on the system, or open up the player to even more downside, etc.
This is the sort of thing I would expect in Cortex+ Heroic Fantasy.
 

What I have experienced is uneven implementation where my PC's goals were at least incorporated into play up to a certain point, but then things would just go suddenly left turn off into whatever the GM felt like doing or die on the rocks of some impossible to anticipate unrevealed setting details or something. The process of play in well-designed narrativist games is just different and fundamentally better suited to this kind of play.
I’ve been on the other side of that as a DM and it’s definitely true. Even with the best of intentions, for any number of reasons, what matters to a character can fall onto the backburner.
 

This is the sort of thing I would expect in Cortex+ Heroic Fantasy.
Dungeon World can do it fairly well too, if you stick to fiction reasonable for your character when you Defy Danger. So, maybe you needed to Spout Lore about the runes first, and then use the info you got to DD. Or its possible there's existing backstory that has been established previously about runic defenses or whatever. I expect the PC here is a wizard or similar, it would be a stretch for most fighters, perhaps, though that depends on how you have described the character up to that point.

But I do see your point, a system that uses 'aspects' or 'distinctions' etc. will have a natural vocabulary for this sort of thing. 4e can do it to a degree with keywords and maybe a bit of extrapolating skills or powers to situations they're not explicitly covering.

Anyway, this is IMHO really the core strength when dealing with these systems, as they're either 'fiction first' or intent based, there's a lot of flexibility available in terms of 'winging it' with this sort of stuff. GMing straight up trad games now feels rather constraining, in general.
 

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