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<blockquote data-quote="S'mon" data-source="post: 6073769" data-attributes="member: 463"><p>Well I've read a bunch of Edwards at least, but never related it to my own experience of D&D or 4e D&D until I read your posts. Edwards has a lot of baggage concerning heavy Dramatic Premise, but with 4e my group are definitely not cooperatively setting up Dramatic Premises for Resolution in the Narrativist play style (I did play a real Nar cooperative storygame last year and it was much different from you-are-the-hero D&D). My idea of GM-led Pemertonian scene-framing, from what you've discussed is a much lighter concept:</p><p></p><p>1) GM sets up scene that derives from prior events but is framed to be interesting - as opposed to process-simulation where scenes are not 'framed' but derive from procedural generation, eg random encounters, d% event tables. </p><p>2)Resolution of the scene is left entirely open and up to the players - as opposed to hard railroading where there is a required scene resolution. And </p><p>3) Future scenes are largely determined by player choice/action in past scenes, as opposed to linear AP style play where scenes are pre-written along the set continuum of the adventure. But in looping round to #1 the GM is guided more by what would be a cool/interesting/fun result than by Simulation concerns - though for a D&D world the two may not be hugely different.</p><p></p><p>The way I've been doing Pemertonian scene-framing it mostly resembles Sandbox play quite closely, with occasional elements of AP style linear play where I'm using a linear adventure (Heathen, Orcs of Stonefang Pass) more or less as written. But I try to open up those adventures for more of a Pemertonian approach, eg I tweaked the dramatic climax of <em>Heathen</em> to create more of a Narrativist style dramatic moment that raised questions of actual moral choice for the PCs, and I inserted a dragon into <em>Stonefang Pass</em> that led to a great dramatic moment when a player 'stepped on up' and talked it down. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 6073769, member: 463"] Well I've read a bunch of Edwards at least, but never related it to my own experience of D&D or 4e D&D until I read your posts. Edwards has a lot of baggage concerning heavy Dramatic Premise, but with 4e my group are definitely not cooperatively setting up Dramatic Premises for Resolution in the Narrativist play style (I did play a real Nar cooperative storygame last year and it was much different from you-are-the-hero D&D). My idea of GM-led Pemertonian scene-framing, from what you've discussed is a much lighter concept: 1) GM sets up scene that derives from prior events but is framed to be interesting - as opposed to process-simulation where scenes are not 'framed' but derive from procedural generation, eg random encounters, d% event tables. 2)Resolution of the scene is left entirely open and up to the players - as opposed to hard railroading where there is a required scene resolution. And 3) Future scenes are largely determined by player choice/action in past scenes, as opposed to linear AP style play where scenes are pre-written along the set continuum of the adventure. But in looping round to #1 the GM is guided more by what would be a cool/interesting/fun result than by Simulation concerns - though for a D&D world the two may not be hugely different. The way I've been doing Pemertonian scene-framing it mostly resembles Sandbox play quite closely, with occasional elements of AP style linear play where I'm using a linear adventure (Heathen, Orcs of Stonefang Pass) more or less as written. But I try to open up those adventures for more of a Pemertonian approach, eg I tweaked the dramatic climax of [I]Heathen[/I] to create more of a Narrativist style dramatic moment that raised questions of actual moral choice for the PCs, and I inserted a dragon into [I]Stonefang Pass[/I] that led to a great dramatic moment when a player 'stepped on up' and talked it down. :cool: [/QUOTE]
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