I recognize that they are different things, and I respect your feelings on this matter. But I conflate them because I have the same (not for me) opinion of them, and because narrative-centric and character journey-centric are not different enough from each other to make a difference to me personally regarding the kind of gaming I prefer. I'm sorry if that feels bad and I will try to separate them more in my discourse, even if I don't care for either style.
Of course posters are free to conflate whatever it is that they want to conflate. But it then seems odd for them to complain about others being insufficiently sensitive to the things they care about!
So games like Burning Wheel and Apocalypse Keys are not character centric storytelling. We're not doing things to inject drama. We're addressing the premise of the characters. There's no narrative to serve. We're playing to find out who these characters are under pressure, but it's not about drama or what makes for a satisfying narrative. It's not about character arcs. It's about following them on their journey.
I think there are some games that get framed as "The players pick their goals, and the DM just puts challenges in front of them until they do that." That's not what the target of play should be. The goal is to have players that react to the challenges right in front of them because the characters care, and have characters that change in that crucible.
I'll talk about Burning Wheel, and Torchbearer 2e.
As I've already posted, the core of BW, in terms of the (asymmetric) roles of player and GM, are set out on pp 9-11 of the (Gold) rulebook:
In the game, players take on the roles of characters inspired by history and works of fantasy fiction. These characters are a list of abilities rated with numbers and a list of player-determined priorities. . . .
One of you takes on the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those characters not taken on by other players; he guides the pacing of the events of the story; and he arbitrates rules calls and interpretations so that play progresses smoothly.
Everyone else plays a protagonist in the story. . . . The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book. . . .
And in a sense, that is really it; the rest of the rules are just details, techniques for actually making this work.
So consider the necromancer Thoth (Lifepaths (5)= Born Noble, Arcane Devotee, Court Sorcerer, Rogue Wizard, Death Artist):
Beliefs
I will give the dead new life
Aedhros is a failure, so I will bind him to my will
Cometh the corpse, cometh Thoth!
Instincts
Always sustain Wyrd Light (because afraid of the dark)
Always collect bits and pieces
Always read the Aura
Character Traits
Base Humility
Cynical
Inscrutable
Spooky
So when I'm GMing for my friend playing Thoth, my job is to frame scenes ("present problems') based on these priorities - that in some fashion put them under pressure, or establish stakes that bear upon them more or less directly. Some of that I can do by looking to my prep and my notes - for instance, there is an established Death Cult in the setting (Hardby and surrounds in the WoG, which we have been playing in for a while now; the Death Cult is adapted from KotB, which in our setting is on the edge of the Abor-Alz), and I have NPC death priests and the like written up, and so in the last session we played of this particular game I had one of those NPCs berate Thoth for the carelessness and brazenness with which he was collecting corpses and taking them to his workshop to try and raise them as undead. That puts pressure on the belief
I will give the dead new life, and also the trait
base humility (perhaps also
inscrutable,
cynical or even
spooky).
There is no sense here of an "arc" or of "telling a story". There are not
obstacles in the way of some goal. Nor is there any
adventure in the literal sense. There is Thoth going about his business, but not finding life easy.
The role of goal or intent, in Burning Wheel, is not in relation to how scenes are framed. Rather, it applies to resolution (as per pp 24-25, 30-31, 72):
When declaring an action for a character, you say what you want and how you do it. That’s the intent and the task. . . . Descriptions of the task are vital. Through them we know which mechanics to apply; acknowledging the intent allows us to properly interpret the results of the test. . . .
A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. . . .
what happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.
This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . . .
When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . .
Unless there is something at stake in the story you have created, don’t bother with the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn’t have, needs to know something he doesn’t know, covets something that someone else has, roll the dice.
Flip that around and it reveals a fundamental rule in Burning Wheel game play: When there is conflict, roll the dice. There is no social agreement for the resolution of conflict in this game. Roll the dice and let the obstacle system guide the outcome.
So when I, as GM, frame those scenes that are based on those priorities Thoth's player has determined, the result will be conflict - for instance, the NPC death priest berates Thoth, while Thoth is trying to persuade the priest to allow him (Thoth) to take away yet another body for practising Death Art on. The intent is
that the death priest allow Thoth to take away the corpse; the task is a series of arguments and other rhetorical devices, presented and (mechanically) resolved via the Duel of Wits subsystem. If Thoth's player wins, then he achieves his intent; but as it turned out he lost soundly, and so agreed to allow the body to be laid to rest in its ancestral catacombs. (The existence of catacombs beneath the city is another bit of lore established earlier in our play in Hardby.)
There are multiple dimensions of character change in BW. One is that the player is free to rewrite Beliefs and/or Instincts at the point of any lull in the action. Another is that, among the ways to earn Persona (a type of "metacurrency") are Embodiment and Mouldbreaker (from p 64):
Embodiment
When a player captures the mood of the table perfectly and further drives the story onward, one persona point is awarded. Moments like great speeches, desperate decisions or gruesome revenge fall into this category. This is a tough award to get, as a player really must go above and beyond in his roleplaying.
Moldbreaker
If a player comes to a point in the story where his Beliefs, Instincts and traits conflict with a decision he must make - a direction in which he must go -and he plays out the inner turmoil, the conflict within his own guts, in a believable and engaging manner, then he earns a persona point.
Other players, as well as the GM, may nominate each other for this award. A majority vote at the table awards the point. To earn the reward, the player must really push his character.
Now, as I've already posted, I wouldn't normally think of BW as a sandbox game. It doesn't have the right sort of focus on
place and
journey. Torchbearer 2e, as I've also posted upthread, I think can be a sandbox. But it nevertheless has a lot of overlap with BW. Characters have a Belief, and Instinct and a Goal - each can be changed at the start of the session. And characters of 3rd or higher level have a Creed, which can be changed during a respite (roughly each 8 or so sessions). In addition, the way the game works - its interlocking resource and recovery cycles - means that all characters need loot, to pay for things. The Scholar's Guide, p 218, makes this point about how these priorities interact:
In Torchbearer, we give you four tools you can use to make your expeditions more than just loot hunts and massacres. Beliefs, creeds, goals and instincts all contain the potential to hook in players and push play to another, more intense level.
If, during an adventure, you find an opportunity to present a player with the choice of either playing a belief or acquiring loot, then you’ve offered what we call a meaningful decision. At this juncture, the player must decide what is most important: satisfying that belief or scoring some loot.
Level advancement is dependent upon accruing Fate and Persona; and these are earned in the following ways, among others (pp 84-5):
When a character stands up and takes action in a manner driven by their belief, they earn one fate point. . . .
Making a test toward achieving a goal but not accomplishing it, earns one fate point. . . .
If a character acts against their belief in a dramatic fashion - if they make a decision in the game that’s counter to what they believe - and they let everyone know about their inner struggle through their performance of their character, they earn one persona point. . . .
A player earns a persona point for an internal crisis:
*If their character stands up for their creed in a moment of crisis.
*If their character’s creed is violated, voided or broken and they demonstrate the inner turmoil born from this revelation.
Adventurers do not need to succeed, but they must take clear, unequivocal action motivated by their creed to qualify for this reward.
(Earning loot does not, in itself, play any role in PC advancement.)
Here are the Elven Dreamwalker Fea-bella's belief and creed:
Creed: These are dark times – the free peoples must stand together!
Belief: Only the rich get anywhere in this world – I must become rich!
And here are the Dwarven Outcast Golin's:
Creed: Elves are lost in dreams; they need grounding in reality.
Belief: Elves are unstable!
So the interactions and confrontations with Celedhring (Fea-bella's uncle, it turned out, now a Barrow Wight who, according to the pronouncement on the doors that lead to his tomb, "lies . . in communion with the Outer Dark"; with Megloss, the rival Dreamwalker; and with Lareth the Beautiful, the half-brother Fea-bella didn't know existed until she found reference to him in the books written by his human father, the seer Pallando, Beholder of Fates; are not just adventurous challenges. They invite responses from the players that express, embrace or struggle with these beliefs and creeds.
A question that I think some RPGers have - perhaps some in this thread, even, though I don't know - is
what will make this sort of game "go"? As in, if the GM doesn't have an "arc" of adventure mapped out (like the DL modules, or many APs); or doesn't have some outcomes in mind, how does the game happen? This is where the technical details of resolution matter - by introducing consequences on a failure, the GM "reframes" the situation so as to step up pressure, or introduce new pressure, and the players respond to that with more action declarations, and so events unfold. These games aren't feasible if the action resolution methods are treated just as "advice" that the GM and player may follow, or not, as they feel like.
Related to this is that rates of
failure on tests are high in these games - I don't keep a log, but I would say 50%+.
Torchbearer 2e, unlike BW, also uses events tables to help make the game go: that's part of what makes it more sandbox-y, and less intensely player-driven, than BW. But for TB2e as well as BW, the statement from the BW rules quoted above is true:
There is no social agreement for the resolution of conflict in this game. The dice must be rolled. That's what drives play; not some prior conception on anyone's part of what will or "should" happen.