At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now

If there's a pre-planned outcome to play, really hard to call that story now. You've already violated a core tenet here -- play to find out.
From Ron Edwards's essay that was linked in the OP:

neither Setting-based Premise nor a complex Setting history necessarily entails metaplot, as I'm using the term anyway. The best example is afforded by Glorantha: an extremely rich setting with history in place not only for the past, but for the future of play. The magical world of Glorantha will be destroyed and reborn into a relatively mundane new existence, because of the Hero Wars. Many key events during the process are fixed, such as the Dragonrise of 1625. Why isn't this metaplot?​
Because none of the above represent decisions made by player-characters; they only provide context for them. The players know all about the upcoming events prior to play. The key issue is this: in playing in (say) a Werewolf game following the published metaplot, the players are intended to be ignorant of the changes in the setting, and to encounter them only through play. The more they participate in these changes (e.g. ferrying a crucial message from one NPC to another), the less they provide theme-based resolution to Premise, not more. Whereas in playing HeroQuest, there's no secret: the Hero Wars are here, and the more everyone enjoys and knows the canonical future events, the more they can provide theme through their characters' decisions during those events.​

For similar reasons, I don't think that @AbdulAlhazred's example of the doomed space station in any way contradicts "story now" play. As Edwards says, it doesn't represent decisions made during play, but provides context for them.

We can see the same idea in a 4e D&D game. A heroic tier game might work like HeroWars/Quest or AbdulAlhazred's: the Dusk War is coming, and the question for the players is how their PCs will deal with it. Whereas an epic tier game will probably make the question of the Dusk War's inevitability itself a focus of play. The key is to make it clear to the participants what is context and what is up for grabs. (And that can be done in various ways, explicitly and implicitly.)


EDIT: I see that @AbdulAlhazred has basically reiterated Edwards's point, in relation to his space station scenario, upthread. Needless to say I agree with that post.
 

log in or register to remove this ad

From the Edward's essay
You need to read on to his discussion of Glorantha. @AbdulAlhazred's scenario with the space station is structurally identical.

Not every aspect of the setting's future need be open to change. Similarly, imagine a story-now game which takes heaven and hell as premises. It doesn't stop being story now because the players can't, through their action declarations, change these basic metaphysical features of the setting.

In the case of Glorantha and the space station, we don't know what "the story" is just because we know a certain event will occur. What we do know is that "the story" won't be about the whether of that event, but rather how its inevitability shapes other events that occur in the lead-up to it.
 

I don’t have time to dig too deeply into the various topics here. I’ll get to that tomorrow/this weekend.

However, one thought occurred to me and I wanted to offer it.

I ran a Cult game of Blades in the Dark for @darkbard and @Nephis . That game was about 10 sessions or so and probably 7ish play loops?

It ended in an inferno of cult-insanity. Darkbard’s PC lured Nephis’s PC to a Spirit Well and shoved her in to “liberate” her from the Demon possessing her. Of course this killed her in the process! He was then summarily arrested (6 result on Entanglements at 7+ Heat) and thrown into Ironhook Prison for life into the criminally insane ward (which he clearly was).

That_game_was_awesome.

They “lost” but we “won” in the experience and resolution of going for the ride of these characters deranged spiral. It was as Story Now as a Blades in the Dark game could possibly be. It kind of felt like a game of Sorcerer or a game of My Life With Master where we end up asking “wait…are we the baddies?”

So I think there is a large component of this that hasn’t been mentioned yet. That part is this:

* How clear and explicit are the Player Best Practices laid out in a particular game?

* How well are they integrated into the actual edifice of play such that, if you do what those PBPs say, you’ll invariably experience a coherent, riveting Story Now ride?


So I think that is another, extremely important angle to consider.

EDIT -


That game was awesome and it was as Story Now as it gets. Fedallah and N'er "lost", but we (the participants) "won."

I'd say that is one of the necessary preconditions for a game to be Story Now capable.
I would compare this BitD Cult game of ours to a version of @AbdulAlhazred 's doomed Space Station (I love that idea!): I, at least, went in the understanding that "all PCs in BitD die ... often quickly" and most definitely drove Ne'er's stolen car of a character! It was a truly interesting experiment of always being in the now.... (see what I did there? ;))
 

I find Burning Wheel to be a successful "story now" game, but it's not always fiction first. In Fight!, for instance, the fiction matters but there are also mechanical elements set up around it (boxes-to-boxes, in Baker's framework).

I think the fiction needs to be visible in order to generate the immediacy you refer to. But I don't think everything has to be clouds-to-boxes-to clouds without any boxes-to-boxes mediation.

Burning Wheel is interesting, in my view, because it may be (outside TB/TB2e) the heaviest 'Story Now' game I know - and certainly one which is intended to improve with skilled play.

My experience is you're correct that it's not fiction first - because an absolutely valid line of thought for a skilled BW player is to want to succeed (or fail!) at a certain difficulty of check required for advancement. BW responds extremely well to those kinds of considerations - a session can develop from 'how to earn a check' leading into player-side protagonism and classic Story Now play.

I've never seen players shooting for kudos from earning checks in BW though. I've only seen the fiction be thing which ultimately matters - so no Step on Up, despite there being skilled play.
 

You need to read on to his discussion of Glorantha. @AbdulAlhazred's scenario with the space station is structurally identical.

Not every aspect of the setting's future need be open to change. Similarly, imagine a story-now game which takes heaven and hell as premises. It doesn't stop being story now because the players can't, through their action declarations, change these basic metaphysical features of the setting.

In the case of Glorantha and the space station, we don't know what "the story" is just because we know a certain event will occur. What we do know is that "the story" won't be about the whether of that event, but rather how its inevitability shapes other events that occur in the lead-up to it.
I disagree here. Having a plot point that will happen but that allows space to work around in play is not the same as a fixed ending. Presumably the players of a Glorantha game can continue through and past the fixed event with play. Certainly your 4e example allows for play to resolve the event in some way unknown prior to playing it. The station is a fixed point where play ends. It dictates exactly how and in what manner play ends. Force is applied to make it so. I do not believe that Edward's meant that Forcing outcomes is a valid mode of story now play and if he does, he's not coherent in his arguments.

To address this and @AbdulAlhazred's post above, how many scripted events are allowed? How much Force can be applied before we stop being able to call it Story Now and move to Story Before? I don't believe this is a specific with a pornography point* but rather different approaches to play. We've disagreed in thr past as to whether or not 5e can be adapted to Story Now and this argument feels like that one -- you point to toggles where it moves from some bit of Story Before to some bit of Story Now and say this is sufficiently Story Now in total. I disagree - toggling has it's own set of issues but it doesn't actually blend or stretch one to cover the other, it just toggles.

*"you know it when you see it"
 


I disagree here. Having a plot point that will happen but that allows space to work around in play is not the same as a fixed ending. Presumably the players of a Glorantha game can continue through and past the fixed event with play. Certainly your 4e example allows for play to resolve the event in some way unknown prior to playing it. The station is a fixed point where play ends. It dictates exactly how and in what manner play ends. Force is applied to make it so. I do not believe that Edward's meant that Forcing outcomes is a valid mode of story now play and if he does, he's not coherent in his arguments.

To address this and @AbdulAlhazred's post above, how many scripted events are allowed? How much Force can be applied before we stop being able to call it Story Now and move to Story Before? I don't believe this is a specific with a pornography point* but rather different approaches to play. We've disagreed in thr past as to whether or not 5e can be adapted to Story Now and this argument feels like that one -- you point to toggles where it moves from some bit of Story Before to some bit of Story Now and say this is sufficiently Story Now in total. I disagree - toggling has it's own set of issues but it doesn't actually blend or stretch one to cover the other, it just toggles.

*"you know it when you see it"
Lets imagine a variation of that scenario, there's a lifeboat, but it can only hold some of the people on the station. Is it now a Story Now game?
 

I think that in some games... the one I have most strongly in mind is Blades in the Dark (which prompted the stolen car quote, I believe)... the mechanics that you can use skillfully support playing dangerously. Blades empowers players to be bold and daring and to come through.

In our campaign that just ended, I played a Lurk and one of my first playbook abilities was the Daredevil ability. This means whenever the character takes a Desperate Action, he gets +1d on the roll. He also suffers a -1d to any Resistance rolls against consequences, but that also ramps up the danger. Plus, Desperate actions give you a point of XP as well, so I am rewarded with XP and an extra die when I take actions that are highly dangerous, and they actually become more so because my ability to Resist is lessened.

So I think that although there can be conflict between Skilled Play and other play goals.... and I've seen enough brave and hearty fighters in D&D go full turtle mode at the sign of a trap or when they're down to 7 HP to know this happens..... it doesn't need to be the case. It may or may not, depending on the game and the mechanics in question.
There's a resemblance, here, to the 4e D&D paladin's Valiant Strike, which grants a to hit bonus equal to the number of adjacent foes. So the player is rewarded for taking the dangerous action. And the upshot is that the PC is valiant!, just like it says on the tin.

Relating this to "skilled play" - if the skillful deployment of player-side resources and capabilities (eg Daredevil, Valiant Strike, etc) produces thematically significant play which can drive the story forward, then we have skillful play in service of a "story now" agenda. I think 4e D&D has this; I suspect BitD does too (you would know much better than me!); Burning Wheel can exhibit it, but BW can also be played with much less attention to skillful deployment (I'm looking at myself here).

When I think of "skilled play", though, I think of more than the mere skillful deployment of those player-side resources and capabilities. I think of a game which puts that skillful deployment front-and-centre, and is forcing the skilled play decisions to be made constantly and at the cost of all else. The skilled play comes closer to being an end than a mere means.

Burning Wheel is interesting, in my view, because it may be (outside TB/TB2e) the heaviest 'Story Now' game I know - and certainly one which is intended to improve with skilled play.

My experience is you're correct that it's not fiction first - because an absolutely valid line of thought for a skilled BW player is to want to succeed (or fail!) at a certain difficulty of check required for advancement. BW responds extremely well to those kinds of considerations - a session can develop from 'how to earn a check' leading into player-side protagonism and classic Story Now play.
That development you describe results - at least as I've experienced it - from the rules for consequence-narration and for framing. Both are rules that operate on the GM - so the player doesn't have to self-consciously change their orientation or thinking or aspiration, but gets led "naturally" into the protagonistic and thematic play by the GM's presentation of the fiction.

BW is by no means unique in having clear and important rules that govern the GM's presentation of the fiction. But I think it makes the importance and the effect of those rules very clear, and is perhaps distinctive in that fashion. (Apocalypse World is maybe just as clear in this respect. Not every RPG, even every story now RPG, is.)

I've never seen players shooting for kudos from earning checks in BW though. I've only seen the fiction be thing which ultimately matters - so no Step on Up, despite there being skilled play.
Agreed.

Also, as well as the kudos aspect, there's what I call - for lack of a better word - the focus aspect. That's why I've put this reply in the same post as replying to @hawkeyefan. In BW, the player might start with the "how can I earn a check" orientation you describe. But the play of the game will pull them into the fiction-embedded (even if not fiction first), protagonistic orientation that is classic story now. And the GM-side rules around framing and consequence narration generate the pull and then maintain that focus.

But if the GM's presentation of the fiction is done according to different principles - eg with a focus on the severity of obstacles, or Gygaxian "never giving a free lunch", or debilitating consequences that have no particularly thematic logic - then the players' focus will remain fixed on managing those challenges and not getting hosed by them. Because if, as a player, you let your protagonistic inhabitation dominate over your skilled play, it'll be game over!

As I think everyone in this thread knows, the actual "solution" to this problem adapted by classic D&D was for the GM to fudge the obstacles, so that players could worry about Tanis's love for Kitiara (am I getting that right?) rather than optimising his choices as a combat archer without the result being that Tanis gets eaten by an otyugh. I personally think the Burning Wheel solution is superior.

And in relation to Torchbearer, I'm not yet seeing where the scope is, in play, for players to lean into theme and protagonism without that constant risk of hosing as a result. In Burning Wheel, having no shoes and Resources 0 can be tough and even tragic; but in Torchbearer it can very easily be fatal by dint of operation of the system. I think that's a big difference.
 

Lets imagine a variation of that scenario, there's a lifeboat, but it can only hold some of the people on the station. Is it now a Story Now game?
I dunno, but that is a situation, not an outcome. The relevant comparison would be there's a lifeboat, but no matter what you do or who's on it, it will sink. That constraint is Forced. You'll need to reconcile Forve with Story Now. How can you both claim the story is created in the moments of play and day that outcomes will be Forced?
 

You should check out a game like Montsegur 1244 by Thoughtful Games and see if It alters your opinion.
That looks like a straight forward story game. It looks very much like a more constrained and prompt driven version of Fiasco. It has no conflict resolution other than consensus.
 

Remove ads

Top