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At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
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<blockquote data-quote="pemerton" data-source="post: 8597323" data-attributes="member: 42582"><p>A modest side-point: not all story-now play is aimed at finding out who the characters are. For instance, some is focused on setting (HeroWars/Quest is the poster child here; this was also the main focus in my 4e D&D play). And some is focused on situation (The Dying Earth is one example; Prince Valiant can be, too, though I would say it sits more on the character-situation interface than The Dying Earth does).</p><p></p><p>If I've understood you properly, then not only is this something that can be done, but I've done it, playing Burning Wheel with a friend.</p><p></p><p>The full write-up of play is <a href="https://www.enworld.org/threads/burning-wheel-actual-play.680804/" target="_blank">here</a>.</p><p></p><p>We each burned a PC - in my case Aedhros, a Dark Elf Deceiver, in his case Alicia, a Weather Witch. We agreed on an opening scene - both disembarking from a ship in Hardby with Resources 0 and no shoes. I asked why Alicia hadn't been paid. <em>Because bottom has fallen out of the market in soft cheese, so the cargo can't be sold.</em> I ran with that, framed a scene, Alicia's player earned a Fate point for her Base Humility in accepting the ship-master's refusal to pay her, Aedhros picked the ship-master's pocket (we agreed he got 1D of cash for his troubles), and then Aedhros proposed that the two of us find a room for a day or two before robbing the master in the night. Alicia agreed.</p><p></p><p>More scenes were framed, on the rough principle that I managed the adversity for Alicia and my friend managed the adversity for Aedhros. The upshot was that Alicia worked in the kitchen of a dodgy dock-side inn in exchange for board; Aedhros sneaked into the inn and persuaded Alicia to join him first in robbing the inn-keeper; we waited for a mist to roll in (as predicted by Alicia) so that we could sneak about and easily escape; we broke into the inn-keepers room and Alicia disabled him with her martial arts, then Persuaded Aedhros not to murder him, but swooned as a result of casting her spell; and Aedhros relieved the inn-keeper of his strongbox (2D cash) and his shoes, and carried the unconscious Alicia through the mist down to the docks, so she could rest and recover her Tax.</p><p></p><p>The elements of consensus in this play - around scene-framing, stakes-setting (eg we agreed that the master's purse would have 1D of cash, and the inn-keeper's strongbox 2D) and consequence resolution (eg in determining the upshot of my failed Resources check to purchase accommodation for both Aedhros and Alicia, which is what precipitated the robbing of the inn-keeper) - didn't prevent us playing to find out, and at least in my case discovering new things about Aedhros (like the fact that he hesitated when it came to murdering the innkeeper, which is what gave Alicia the time to cast her Persuasion spell).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8597323, member: 42582"] A modest side-point: not all story-now play is aimed at finding out who the characters are. For instance, some is focused on setting (HeroWars/Quest is the poster child here; this was also the main focus in my 4e D&D play). And some is focused on situation (The Dying Earth is one example; Prince Valiant can be, too, though I would say it sits more on the character-situation interface than The Dying Earth does). If I've understood you properly, then not only is this something that can be done, but I've done it, playing Burning Wheel with a friend. The full write-up of play is [url=https://www.enworld.org/threads/burning-wheel-actual-play.680804/]here[/url]. We each burned a PC - in my case Aedhros, a Dark Elf Deceiver, in his case Alicia, a Weather Witch. We agreed on an opening scene - both disembarking from a ship in Hardby with Resources 0 and no shoes. I asked why Alicia hadn't been paid. [i]Because bottom has fallen out of the market in soft cheese, so the cargo can't be sold.[/i] I ran with that, framed a scene, Alicia's player earned a Fate point for her Base Humility in accepting the ship-master's refusal to pay her, Aedhros picked the ship-master's pocket (we agreed he got 1D of cash for his troubles), and then Aedhros proposed that the two of us find a room for a day or two before robbing the master in the night. Alicia agreed. More scenes were framed, on the rough principle that I managed the adversity for Alicia and my friend managed the adversity for Aedhros. The upshot was that Alicia worked in the kitchen of a dodgy dock-side inn in exchange for board; Aedhros sneaked into the inn and persuaded Alicia to join him first in robbing the inn-keeper; we waited for a mist to roll in (as predicted by Alicia) so that we could sneak about and easily escape; we broke into the inn-keepers room and Alicia disabled him with her martial arts, then Persuaded Aedhros not to murder him, but swooned as a result of casting her spell; and Aedhros relieved the inn-keeper of his strongbox (2D cash) and his shoes, and carried the unconscious Alicia through the mist down to the docks, so she could rest and recover her Tax. The elements of consensus in this play - around scene-framing, stakes-setting (eg we agreed that the master's purse would have 1D of cash, and the inn-keeper's strongbox 2D) and consequence resolution (eg in determining the upshot of my failed Resources check to purchase accommodation for both Aedhros and Alicia, which is what precipitated the robbing of the inn-keeper) - didn't prevent us playing to find out, and at least in my case discovering new things about Aedhros (like the fact that he hesitated when it came to murdering the innkeeper, which is what gave Alicia the time to cast her Persuasion spell). [/QUOTE]
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