This is a bit bizarre. You obviously think that you are the right person to describe OSR play. But doubt that Vincent Baker, Paul Czege or Ron Edwards can describe narrativist play?
Well, here is the OP from my thread last year, Advice for New "Story Now" GMs:
The headline point is this:
the players bring the protagonism. The players decide what it is that their PCs care about, what their motivations are, what their projects will be.
As the post goes on to explain, the GM has three important, and related, jobs during play: to facilitate; to respond; to oppose. A fourth job happens outside play: to prep. And as the post states towards its conclusion, "the reason for presenting the jobs in this way is to orient your thinking, as a "story now" GM, towards the players' concerns for their PCs. Or in other words, to orient your GMing towards player protagonism. That's the heart of "story now" RPGing."
There are later posts in the thread are also quite good (if I do say so myself!); I'll particularly call out this one:
Advice for new "story now" GMs
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If you want to read some RPG rules for "story now"-oriented RPGs, for free, here are some that are readily available:
You can download a version of the core engine for Maelstrom Storytelling - which is an early scene-framed, player-driven RPG - for free:
DriveThruRPG
If you look at these rules, you'll see a few different approaches. For instance, Burning Wheel, and even moreso Story Bones, lean heavily into the GM framing scenes that speak to concerns/interests/stakes that have been established by the players. Agon, and to a lesser extent BitD, rely on the game and its genre to provide the stakes - both are rather genre/situation-oriented in that respect, Agon especially so; but the players are expected to express their PCs and their PCs' concerns in choosing how to approach action resolution, and in BitD in particular the way things unfold will ramify back on the characters, which will in turn feed through into what comes next. Dungeon World, in its basic structure of play, is very close to Apocalypse World and as a result is very player-led.
In Apocalypse World and Dungeon World, the GM has two main jobs:
say something when everyone else looks to you to see what happens next, and
say what happens when the action resolution rules call on you to do so. They also tell the GM that they should generally say something that is a "soft move" - a setting up or presenting of a threat or consequence - and should make a "hard move" - that is, bringing home a consequence - only if (i) the players roll 6- on a player-side move, or (ii) the GM has made a soft move and the players have ignored it, allowing whatever consequence was threatened to come to fruition.
Threats and
consequences are in turn understood in player/PC-relative terms. This is how these games enable the players to bring the protagonism.
Here are some extracts from BW Hub and Spokes (pp 9-11, 30-32), that set out the basic process of play for that game; you'll see that there is a certain similarity between the jobs of the Burning Wheel GM and the AW/DW GM, but they are not identical:
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. The synergy of inspiration, imagination, numbers and priorities is the most fundamental element of Burning Wheel. Expressing these numbers and priorities within situations presented by the game master (GM) is what the game is all about. . . .
The players interact with one another to come to decisions and have the characters undertake actions.
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. Even if the players decide to take on the roles of destitute wastrels, no matter how unsavory their exploits, they are the focus of 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. . . .
[W]hat 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. . . .
When a test is failed, the GM introduces a complication.
So, as you can read for yourself, the
players, as part of the build and play of their PCs, introduce certain
priorities. The PC-building rules and the setting-building rules for the game provide a lot of support and structure for the players to establish priorities for their PCs; my own PCs for this system tend to have priorities based around their family relationships, other friendships or rivalries, their social aspirations for themselves or others, and the like. The GM then frames scenes that speak to those player-determined priorities. The players, playing their PCs, are thereby provoked to declare actions for their PCs. These actions are resolved via dice rolls. If the player's roll is a success, the PC succeeds at the declared task, and achieves their intent. If the roll fails, the GM re-frames the scene in a way that (i) means that the intent did not come to pass, and (ii) that provokes the player to a new action declaration, still based on their priorities for their PCs.
This back-and-forth between player and GM is what makes the game collaborative. The rise-and-fall of success and failure, all focused around the player's priorities for their PC, is what gives the unfolding events of the game a story-like rhythm (of rising action, crisis, resolution and denouement).
What I see as the difference between this and what
@Manbearcat is describing as a "storygame" is that the latter focuses both framing and resolution on "story beats" and the satisfactory unfolding of the story; whereas in the games I'm describing, the focus of play is on the immediate situation to which the player, via declaring actions for their PCs, is obliged to respond. The emergence of a story-like rhythm is not something that anyone has to plan for or try to bring about: rather, it results from the game designer having done their job, and established rules for difficulties, for success and failure, etc that will reliably produce that sort of rhythm as emergent from play.
I think the preceding paragraph is consistent with
@Manbearcat's
post 2311 (although I'm not familiar with American football).
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It's not a coincidence that this post is primarily focused on the GM's role. The big difference between "story now" play and "trad" play is not anything that the players do. The big difference lies in what the GM does, and how they do it. The standard methods of trad play - secret backstory used to determine unrevealed stakes and unanticipated consequences; plot hooks and fetch quests; GM decisions about what is salient in play (both moment to moment, and in an overarching sense) - are more-or-less the opposite of "story now" play, as this post elaborates upon:
Advice for new "story now" GMs