Campbell
Relaxed Intensity
I think nuance is important here. Story Now is a creative agenda. It just means that the GM is designing scenario with regard to the PCs' dramatic needs. While there are plenty of Story Now games that operate under the assumption of No Myth it's not an intrinsic feature of Story Now nor is any particular resolution method.
My Scion game is mostly run in a Story Now fashion, but there is a decent amount of binding secret backstory. It's also not utilizing intent based resolution. A lot of my approach to scenario design is based on Sorcerer which does very much utilize some myth.
This article, which I want to dig into later this week lays out the Standard Narrativistic Model like this:
My Scion game is mostly run in a Story Now fashion, but there is a decent amount of binding secret backstory. It's also not utilizing intent based resolution. A lot of my approach to scenario design is based on Sorcerer which does very much utilize some myth.
This article, which I want to dig into later this week lays out the Standard Narrativistic Model like this:
The Standard Narrativistic Model said:Here’s how games like Sorcerer, Dogs in the Vineyard, some varieties of Heroquest, The Shadow of Yesterday, Mountain Witch, Primetime Adventures and more games than I care to name all work:
- 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.
- 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.
- 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.
- 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).
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