I have no doubt that it can feel cinematic, but a scene--however much time it takes, and however much it might reveal about the character/s in it--is not a story. There might be a narrative to it, yes, and pacing, but it's not a story.A typical 4e combat plays very much like a lengthy remake of a fight scene from Rocky or The Karate Kid or Zorro - the conflict breaks out, the protagonists find themselves set back/on the ropes/under pressure, then they dig deep into their reserves, sometimes literally get their second wind, and prevail.
If you're playing to experience a written story, that's an adventure path. If you're playing to experience a structured story the game generates, then the game rules are curating the fiction. In either event, the players are pretty much just along for the ride.A further difference is playing to experience a story in my sense, where that story (i) is not pre-planned and (ii) will emerge without anyone having to curate it.
I do not believe I have asserted that a structured story--complete with three-act structure, rising action, and suchlike--is what emerges from 5E play. A narrative--and an interesting narrative--certainly can.In my experience, playing AD&D will struggle to deliver this without fairly heavy curation. (The version that gets closest, in my experience, is the original OA.) Given the close resemblance of 5e to AD&D for these particular purposes, I'm prepared to assert, with some but not total tentativeness, that the same is true of it.
I'd say that the game is written to generate the experience of playing through a story, because it's written to be used with Adventure Path type published adventures; in this case generating the experience of playing through a story is not the same thing as generating a story (though different tables going through the same Adventure Path might generate varying narratives).
Yes. Given that I think trying to emulate literature in TRPGs is a bad idea, it shouldn't be a surprise that I think foreshadowing is a pretty bad GMing technique. I mean, putting a gun on the mantelpiece is a thing, but as a GM that's really more like establishing the fiction so you can remain consistent with it.Yet it is widely discussed as a GMing technique. And the cover of I6 Ravenloft depicts Strahd brooding on his castle parapet.
I can tell you that to me as a player it doesn't feel like foreshadowing, and it doesn't feel entirely uncurated.Part of the rationale for the soft move/hard move approach of PbtA is to achieve the same effect as foreshadowing, but without the need to curate in respect of it.
The history of RPG design and GM advice is laden with horrible ideas, at least as much as good ones. The commercial success of crap doesn't mean it's not crap. See the recent discourse about Shrek.OK. But I think it would be silly to deny that no RPG designer or player has ever been concerned with it. The history of TSR publications from the DL modules through 2nd ed AD&D through 5e adventure paths shows that the biggest commercial publisher of RPGs thinks that achieving story in the sense that I am using it, which is the same as in the sense of @Manbearcat's "storytelling imperative", is an important thing.
Both of those games talk a lot about story that emerges from play, and the story that emerges in play, IME, isn't anything like structured fiction, even in PbtA or Fate.The existence and comparative success of PbtA and Fate as non-D&D systems shows that there are players of non-D&D RPGs who think that story is an important thing.
The tension that arises in the OP arises out of a clash between a GM's desire to write a story and the players' desire to change it. My feeling is that if the players aren't going to be allowed to change the story, there's no point to play.The tension to which the OP draws attention arises out of a particular clash, that can occur in some RPGs but not all due to details of system and technique, between the logic of technically skillful game play and the desire for story as more than just a sequence of fictional events.
Heh. My approach to using a coin-toss is to define the options, toss the coin, and go with the result I find myself hoping for. If I don't find myself hoping for a specific result, I go with what the coin shows.I think that would be a largely uhelpful thing to say. It's would be like saying that tossing a coin instead of making a decision is "letting the coin, or the rules of the coin-toss, make the decision". As a casual metaphor that's harmless enough; but of course the truth is that a coin-toss is an alternative to making a choice, not a particular mode of deciding (hence why we have integrity commissions for lotteries and casinos!).
That aside, I don't think it's unhelpful at all to point out that a game built to generate a specific shape of fiction is removing the ability of the people around the table to decide the shape of the fiction. If following the rules of the game generates a specific form or structure of story, the game is curating that--and maybe it's worth looking at how.
Narratives absolutely emerge. Structured stories less so.The whole point of "story now" systems and the techniques that they rely on is to allow the story to emerge in the experience of play (not just in retrospect) without anyone having to think about it or curate it.