My question was more about who decides what scene is framed, specifically because there seems to be an issue about GM authorship here.
The players and GM together decide what scene is framed. As the rules I quoted say, it's a social activity. People can say what they would like to do or see.
That said, if a player fails a check then the GM is allowed to narrate the consequences, and that might mean a scene gets framed that the player doesn't necessarily want.
My more recent BW play has involved rotating GMing - as in, I do the GM's job for my friend's character (the necromancer Thoth) and he does the GM's job for my character (the Dark Elf Aedhros) - when both our characters are in the same scene, we alternative or divvy it up as makes sense, depending on whose issues are at stake. Here's an example of me framing a scene in response to a failed test:
Aedhros followed one of the guards - George, as we later learned he was called - who also happened to be the one with the loot. Aedhros ambushed him from the darkness, and took him at knife point back to the workshop, where Thoth subjected him to the necessary "treatment" (successful Torture test to inflict a PTGS 7 (Midi) wound), granting +2D to Death Art (and also sending George into a swoon, perhaps a blessing as it meant he did not need to witness the horrors of the Death Art performance). The dice were now rolled for the (careful) Death Art test, with 7 successes needed to raise the body from the ship as a Walking Dead. Only 6 successes (on 9 open-ended dice, with a Fate Point spent) were rolled, and so it failed. Looking at the GM advice for failed Death Art, I rolled an unwelcome summoning result, and something weird and creepy scurried out into the darkness.
And then, at that very moment - acting carefully, and failing, licenses a time-sensitive complication - there was a knock on the door. (How this door relates to the secret door onto the docks is not quite clear, but can be resolved in due course.) Serap, the maid servant of Lady Mina, had been told that Thoth was a surgeon whom she might be able to afford, to treat her mistress. She had 1D of coin to offer; Thoth insisted on 3D, and opposed Haggling checks were made (her rank 3 vs Thoth's Beginner's Luck) and they were tied, which I had agreed prior to rolling would be a 2D compromise. She paid the 1D now, and the rest would be paid after treatment.
Thoth has an Affiliation with the nobility. He also has the Belief
Cometh the corpse, cometh Thoth. Being called away from his lair to treat a dying noblewoman speaks to both these priorities; while putting pressure on his Belief that
I will give the dead new life.
Here's an example of my friend framing a scene for Aedhros which was not the bringing home of a consequence (back then, my friend's PC was Alicia):
Our last session ended with Alicia and Aedhros sitting out-of-the-way on the docks, Aedhros quietly singing Elven lays. I had set as homework for my friend to determine what trouble might result from this, to be the start of our next session of this game. It turned out that, despite having over 20 months to do his homework, he hadn't!
(I had done some homework of my own, writing up the Elven Ambassador to Hardby, and the Ship's Master from last session, as NPCs. But we didn't end up needing them.)
After a bit of prompting, he decided that a petty harbour official came up to Aedhros, telling him to move on and stop begging. (The singing being treated as busking, and hence a type of begging.)
The significance of the trouble-for-singing is that Aedhros has an Instinct to quietly sing the Elven lays when his mind is elsewhere, and another to always repay hurt with hurt; and also has a trait Self-Deluded and a Belief
I will never admit that I am wrong.
You seem to take issue with the GM deciding stuff. But by your definition of scene framing, the GM decides that. How do you square those? Or am I misunderstanding you on some level?
I don't take issue with the GM deciding stuff. I mean, imagine a game of chess. I start moving your pieces. You might complain about that - that doesn't mean you have an issue with moving the pieces; or even that you have an issue with me moving the pieces. All it means is that you have an issue with
me moving
your pieces.
I don't enjoy RPGing - either as player or GM - where the bulk of significant fiction flows from the GM. In this thread,
@hawkeyefan has talked about the GM controlling information. I don't enjoy that sort of RPGing. The DMGs from two editions have been quoted, both providing examples of the GM establishing situations where the meaning of the situation is decided by the GM and is opaque and/or irrelevant to the players. The 2nd ed DMG characterises the "meaning" of player actions in terms of elements of the fiction that the players don't even know about (eg it may be meaningful for a player to have their PC ignore a magic sword, if in doing so they pass up the chance to acquire a power that they didn't know the sword possesses; it is meaningful for the players to have their PCs choose to wait and find out what a dust cloud heralds, when only the GM has the least notion of what that might be).
In Burning Wheel, the GM
present situations (as I quoted upthread from the rulebook). I've just given examples of how these situations can be established. What is key is that they speak to the player-authored priorities. And not just in the sense of a hook, but in terms of what the player is provoked or invited to do in the scene. Here is how the scene with Aedhros and the petty official unfolded:
Aedhros's response was to sing a short verse of the Rhyme of Unravelling, breaking the official's belt with the result that his pants fell down. I decided that Aedhros kept singing, sufficently to give me a test to cause the official intense sorrow (this is the Dark Elf version of Wonderment from spell songs). The official - Will B3, we agreed - fell to his knees weeping bitterly, in remorse for all his pointless past actions (including his harassment of Aedhros). An attempt to further grind him down with Ugly Truth (untrained on Perception, and suffering a +2 Ob penalty from the Deceptive trait) failed.
My friend decided that this was about the time that Alicia awoke - she has an instinct If it shines in the dark, steal it, and he wondered if there was anything shiny revealed by the falling down of the official's trousers. I suggested a key. Alicia wanted to steal it as he wept. She called on the spirits of the coastal sea to help, and a mist rose up on the harbour. The successful Spirit Binding gave a helping die for a beginner's luck Inconspicuous test, lifting the key from the helpless, weeping man.
One of Aedhros's Beliefs was that Only because Alicia seems poor and broken can I endure her company. To keep her poor and broken, he pick-pocketed the key from her - an easy success for B4 Sleight of Hand with Stealthy and Inconspicuous FoRKs against untrained Observation.
Alicia, unaware of what Aedhros had done, wanted to know what the key opened. She Persuaded the official to tell her (an easy success against Will 3). I (exercising GMing powers, not playing Aedhros) decided that it opened the strongroom in the harbour office, where records and the like are kept. Alicia and Aedhros agreed to break into it, to find information that might help Alicia pursue her Belief that I will one day be rich enough to BUY a ship, and/or help get revenge on the master of the ship the two of us had sailed on.