By a strange artifact of providence the game I'm currently designing models this depiction almost one for one, even going so far as to call character traits 'concerns'. I find many #StoryNow games take indirect steps to achieve these results, and I'm curious as to how directly this can be achieved.
I've pretty much never encountered newbies who didn't grok AW instantly. Have seen stables of "veterans" who can't wrap their heads around it, though.
Culture of Play > Rules as Written.
I think Stonetop playbooks, at least a couple of them, could still use another design pass. I think some of the moves verge more on being 'powers' vs being moves that get triggered. And its rather ambiguous in my book exactly what they're attempting to do, at least in the case of the Seeker's 'Work With What You've Got', which has a trigger of "wield your environment against your foe(s)" which is FAR less TRIGGER in my book, and far more "what I want to do." I mean, is chucking a rock at someone triggering this move? What is the advantage over Let Fly?
Discerning between intentions and triggers is a surprising common problem in games like this.
I see a tendency for story now advocates to promote rapid escalation of consequences to life-or-death as ideal, and yeah they're great on occasion, but I find a continual series of them to be emotionally exhausting.
This is often because the mechanics are specifically designed to escalate conflicts, and pressing the button too often naturally leads to the ultimate consequence. On the other hand D&D combat is nothing
but a series of life-or-death consequences.
I'm still figuring out how to tune into my own wants with regard to intensity, and with how to convey my desires ("let's floor it!") and limits ("I do not want to see that character come to that kind of harm") during moment-by-moment play—which is often when I realize what my (ever-changing) desires and limits are, and part of why I play story now (session zero talk does not help you discover your limits). I think this is a skill that needs quite deliberate fostering, and short of saying, "I want to go this far tonight", or "I do not want to push this any further right now", I'm not sure how. And to be clear, I think it's totally legit to speak that bluntly about what I want in a gaming experience as it unfolds, but there's a heck of a lot of inertia and momentum making that difficult for me. The main tool I've used in moment-by-moment play is to not pick the option that leaves an opening for danger, but that is a switch rather than a dial, and I know I'm not here for uniformly anodyne play—I want to be challenged, but maybe only so much, right now, I've had a day, thanks.
Sadly no amount of design can compensate for playing with a group you don't feel comfortable enough to express your limits and desires clearly and honestly too. None. Which is why 'safety tools' are at best redundant, and at worst obscure and enable existing dysfunction. So I think you're on the right track with simply speaking bluntly.
Kukami Noritaka wants access to my duelists and the martial prowess my school unlocks.
So this Bond is definitely in play here. Will the farmer fall prey to his inclination to teach and show off the prowess of his school to the Samurai Knight in such a way that does a runaround on what is supposed to be an act of correction and serious punishment for the boy? The interesting thing about this game is they have inverted the normal paradigm when you Resist the Temptation to Indulge Your Attachment; On a 6- you mark xp and act as normal...but on a 10+...you indulge your Attachment but you get a boon (if it applies to the fiction...didn't in this situation)...on a 7-9 you act as normal but you increase your Attachment by 1.
Reminds me of things like Aspect Invocations and GM Intrusions. So is this something the player
chooses to roll, or a mandatory response to the fiction? And how is this resolved when the temptation is
constant? Is it once per scene?
So the idea of setting a story now game against a backdrop of a rapidly-escalating ice age with an underlying but constantly-increasing challenge of finding long-term ways to stay warm and grow food (or migrate) would be off the table, then?
That's a
situation, not a setting.
I think players overcoming challenges (which is an important part of trad play, one way or another) is fundamentally incompatible with storytelling. The two just cannot coexist, as enabling one automatically undermines the other.
Interesting take worthy of further analysis. Can you explain more as to why?
The main thing that allows Story Now to function properly and enable PC protagonism is that it kinda doesn't matter what the characters are doing, and that aspect is just plain missing from trad systems.
How is any kind of protagonism possible if it doesn't matter what the characters do?
So, spoilers all the way, then. The characters (and by extension the players) know the future of their world as well as its history.
You're not presenting absolutes, but
possibilities, and such 'spoilers' are no different than what you'd get from a successful Perception check.
I most certainly don't agree that pre-scheduling some events to happen in the setting on particular dates is a bad call, provided such pre-scheduling is done in complete neutrality and without knowledge of how or even if any PCs will be affected.
This is why things like 'clocks' and 'fronts' exist.
You're right in that I largely do disagree with that stance, mostly because when I look at an RPG system my first (and maybe only) thought is whether I can kitbash it into doing what I'd want it to do. Big-tent systems have an advantage here as they're already intended to be somewhat flexible, but I've found - mostly through converting adventures from other systems to run in my own game - even there some are much more flexible than others.
I would far rather just learn one system really well and then make it work for whatever I need than learn a multitude of systems bespoke to each play style.
If you're not a kitbasher and instead just want to pretty much use games as written, then System Matters clearly makes sense.
Doesn't matter how well you know a system, because by the time you finish kitbashing it you'll have a completely new one only you (ostensibly) understand. And it will likely take more effort and be more complicated than just using one specifically designed for the task.
Because that's how I interpret the phrase System Matters when used in these discussions - that one is expected and encouraged to buy and learn a whole new system for each different style or type or milieu of game one wants to play even while staying in the medieval-fantasy realm. That's what I push back against, that and the concept of RPG rule systems being so tightly designed that they don't allow for uses other than exactly that for which they were intended.
It simply means the experience at the table is a product of the systems you implement. No more, no less. And the fact you have to kitbash at all demonstrates its validity.
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.
I feel more precise language is required here, as the GM
should be in charge of these elements, only basing them on the characters rather than the setting.
You don't need to revamp a single thing to avoid gamism/or gamist dungeoncrawling. And my anecdotal experience is far different from yours. Perhaps it's geographical. I'm in Los Angeles and many of my D&D groups have involved player/DM's who are writers, directors, actors, voice actors, MOCAP performers, stunt men and others in the Hollywood industry.
Again, Culture of Play > Rules as Written. So this isn't surprising.
If anything, when the rules and the fiction are in conflict in PbtA, the rules always win (in contrast with games like D&D or Vampire or GURPS, where if the rules "don't make sense" they are just ignored). Ditto for Forged in the Dark, Fate, or any other nar game I can think of.
True! And it's a play culture discrepancy I constantly fight against, usually unsuccessfully.
My question is this: by its nature, story now encourages the DM to stake things that matter to the PCs, including friends and family. The conventional safety tools I am aware of are good for phobias or other elements that bother the player in any context, but it seems unlikely that it would have caught the fact that the player wanted his family’s death to be off-limits.
I'm honestly surprise at the responses here as both #StoryNow and #LinesAndVeils were codified by the same person and anything but incompatible. It should be as simple as declaring the line is drawn at family death and off limits during play. But again, this only works if players are willing and able to clearly and honestly convey their boundaries and desires.