Of course it answers the question, for the DM; and that's the point. The players don't know - they're playing to find out.Needless to say, as per my post just above this, I think that the presence of that third option is crucial to GMing this sort of game, and that is why "secret backstory" is, on the whole, inimical - because it answers the question before it is even asked in play!
You keep asserting this, but - as I posted not far upthread - with no actual evidence. You haven't presented any evidence that those of us running games without secret backstory lack "coherent relevant game worlds".On a broader scale, in order to present a coherent relevant game world (and game, for all that) to the players through the eyes of their characters the DM has to have knowledge of said game world that the players (and characters) don't.
If you-as-DM don't know ahead of time that Col. Mustard did it in the Library with a +3 Mace then how can you possibly provide consistent clues and frame consistent scenes to that effect?You keep asserting this, but - as I posted not far upthread - with no actual evidence. You haven't presented any evidence that those of us running games without secret backstory lack "coherent relevant game worlds".
If you-as-DM don't know ahead of time that Col. Mustard did it in the Library with a +3 Mace then how can you possibly provide consistent clues and frame consistent scenes to that effect?
Conversely, if all you have is an obviously-murdered corpse (let's say of the sister of one of the PCs, to make it dramatically relevant; and let's say that PC's player had already agreed to this out of session, to forestall that argument) and even you-as-DM don't know ahead of time how it died or at whose hand, then how on earth can the players hope to roleplay their PCs to investigate the murder and track down the killer? Sure they can ask questions of NPCs, conduct searches, and all the rest...and you-as-DM then have to role-play those NPCs, narrate the search results, and so on...which means you-as-DM are still supplying the answers. Wouldn't it just make your job easier to know ahead of time what happened, so you can provide real or false clues and evidence along the way and know for yourself which is which?
Lan-"campaigns without mystery are campaigns without life"-efan
Obviously it's your prerogative to disagree with whomever you want to - but which bits are you disagreeeing with?
Do you think I'm wrong in saying that the main threat to good "story now" RPGing is not illusionism - for which there's no scope, because you can't hide whether or not something engages the PCs' dramatic needs - but rather a failure to frame engaging scenes?
No. It's not part of any backstory until the moment of revelation.
As I posted upthread in reply to [MENTION=61721]Hawke[/MENTION]yfan,
A GM making a note - "If the appropriate situation arises, X claims to by Y's rather" - is not establishing any backstory, secret or otherwise. It's just brainstorming.
In other words, all that the GM's narration establishes is that this NPC claims to be the PC's father. Nothing is established, in virtue of that, about who the PC's father is.
The only thing that is established as true in the fiction is that the claim has been made. Which the player knows.
If one thinks of the father example, for instance, one can imagine the player setting out to establish it as true that the claim is false. That would not be possible in a "secret backstory"-driven game; but is eminently feasible in a "story now" game.
Another example that I posted upthread - also in reply to [MENTION=61721]Hawke[/MENTION]yfan - exmplifies the same features:
The claim that the Dusk War is upon upon us! is the challenging revelation. The PCs deny it. Play will show whether or not they are right. This game literally could not be played if I as GM had already decided whether or not the Dusk War has come. That would turn the game from a struggle over the fate of the world into a mystery or puzzle-solving game - an instance of what you quote Ron Edwards describing as "exploration of situation".
I don't want to play a game in which the players explore the situation. I want to play a game in which they drive the situation. This is utterly at odds with the truth and the outcome of the situation already being established in the form of "secret backstory".
1) See my post above to [MENTION=16814]Ovinomancer[/MENTION]. I wasn't asserting my own opinion. I was soliciting yours. I may not have framed things in a way to get that across.
When you say "Story Now games sort of have a higher incidence of coincidences like this," that is exactly correct. Table time for the players and on-screen time for the fiction should be spent "on the action". Baker's axiom for this in Dogs is "at every moment, drive play toward conflict."
But I was asking you personally about it because I've seen a lot of concern for "realism fidelity" and "table time/on-screen time exclusively spent on 'the action' " aversion throughout this thread (not necessarily all from you).
2) See my post directly above to Ovinomancer on GMing this scenario. To help, I'm going to give you some Dog's specific GMing direction straight from Vincent Baker:
a) "Follow the players' lead about what's important and what's not."
b) When you create The Towns, "something's wrong (Pride, Sin, False Doctrine, False Priesthood, Hate & Murder), of course...that's what makes the game interesting."
c) Setup; "you need some NPCS with claims to the PCs time, some NPCs who can't ignore the PCs' arrival, some NPCs who've done harm, but for reasons anybody could understand."
d) Don't have plot points in mind beforehand..."don't play the story". Just play The Town. Present the PC's with choices; "provoke the players to have their characters take action then...react (with your NPCs/The Town)!" Always do this to keep play driven toward conflict, over and over, escalating as necessary, until all conflict in The Town is resolved. (DitV 137-139)
e) Reflect between Towns with the players. Use what they've gained, lost, and given you to "push them a little bit further in the next Town."
1) See my post above to [MENTION=16814]Ovinomancer[/MENTION]. I wasn't asserting my own opinion. I was soliciting yours. I may not have framed things in a way to get that across.
When you say "Story Now games sort of have a higher incidence of coincidences like this," that is exactly correct. Table time for the players and on-screen time for the fiction should be spent "on the action". Baker's axiom for this in Dogs is "at every moment, drive play toward conflict."
But I was asking you personally about it because I've seen a lot of concern for "realism fidelity" and "table time/on-screen time exclusively spent on 'the action' " aversion throughout this thread (not necessarily all from you).
2) See my post directly above to Ovinomancer on GMing this scenario. To help, I'm going to give you some Dog's specific GMing direction straight from Vincent Baker:
a) "Follow the players' lead about what's important and what's not."
b) When you create The Towns, "something's wrong (Pride, Sin, False Doctrine, False Priesthood, Hate & Murder), of course...that's what makes the game interesting."
c) Setup; "you need some NPCS with claims to the PCs time, some NPCs who can't ignore the PCs' arrival, some NPCs who've done harm, but for reasons anybody could understand."
d) Don't have plot points in mind beforehand..."don't play the story". Just play The Town. Present the PC's with choices; "provoke the players to have their characters take action then...react (with your NPCs/The Town)!" Always do this to keep play driven toward conflict, over and over, escalating as necessary, until all conflict in The Town is resolved. (DitV 137-139)
e) Reflect between Towns with the players. Use what they've gained, lost, and given you to "push them a little bit further in the next Town."
On a broader scale, in order to present a coherent relevant game world (and game, for all that) to the players through the eyes of their characters the DM has to have knowledge of said game world that the players (and characters) don't.
You keep asserting this, but - as I posted not far upthread - with no actual evidence. You haven't presented any evidence that those of us running games without secret backstory lack "coherent relevant game worlds".
Not be possible? Why not?pemerton said:If one thinks of the father example, for instance, one can imagine the player setting out to establish it as true that the claim is false. That would not be possible in a "secret backstory"-driven game; but is eminently feasible in a "story now" game.
I have put these two quotes together because Lanefan's rhetorical question provides the answer to hawkeyefan's non-rhetorical one.If you-as-DM don't know ahead of time that Col. Mustard did it in the Library with a +3 Mace then how can you possibly provide consistent clues and frame consistent scenes to that effect?
I am not talking about a world-threatening villain that the PCs might try and stop. I'm talking about a prophesied end-of-days - the Ragnarok or the Apocalypse.I don't follow your reasoning here at all. "Are these the end times?" or some variant on that is probably a really common element in many games, regardless of approach. And I would expect almost any GM to say that the answer is up to the PCs. Even if it's a pure railroad all along and all that matters is if the PCs defeat the big bad in the final encounter. If they beat the big bad, it ain't the end times....if they don't, it is. Up to the PCs, isn't it?
First, a subsidiary point: the GM does not seek the player's agreement out of session. That would be making the mistake that Eero Tuovinen describes, of getting the player to author his/her own challenge. It is the GM's job to narrate the murder, whether as framing or as a consequence of a failed check. (As [MENTION=6696971]Manbearcat[/MENTION] and I were discussing not far upthread, which of these, if either, is appropriate narration is the sort of decision a "story now" GM has to make all the time; if the GM gets it wrong, then the situation will fall flat, or fail to provoke a choice on the part of the player.)Conversely, if all you have is an obviously-murdered corpse (let's say of the sister of one of the PCs, to make it dramatically relevant; and let's say that PC's player had already agreed to this out of session, to forestall that argument) and even you-as-DM don't know ahead of time how it died or at whose hand, then how on earth can the players hope to roleplay their PCs to investigate the murder and track down the killer? Sure they can ask questions of NPCs, conduct searches, and all the rest...and you-as-DM then have to role-play those NPCs, narrate the search results, and so on...which means you-as-DM are still supplying the answers.
Would it make my job easier as a baker of cakes for my family to buy one at the shop? To me, that sounds like giving up on my job.Wouldn't it just make your job easier to know ahead of time what happened, so you can provide real or false clues and evidence along the way and know for yourself which is which?
Sorry, I hadn't realised that any of this had been taken to be in contention.My original point was that there are elements common to both the playstyle you are putting forth
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If a GM introduces an NPC and has even a faint idea that the NPC will have a fate along the lines of being the father of one of the PCs, then I think something has been established. Not within the game world, I know, but established in the mind of the GM. I would expect that if that is the GM's intention....if he's even considered this as a possibility for this NPC....then that's going to affect how he uses the NPC.
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The GM is very likely steering things in this manner.
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So the GM's ideas have already affected things to some extent.
Well, as I've said upthread I don't know enough about your game to form any opinion on it.I think you are assuming that a GM driven game must be the opposite of the story now/player driven approach that you prefer....so you assign attributes to it that may or may not apply. This is why I've described my game as a mix of both elements.....because I don't see them as mutually exclusive opposites.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.