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Map & Key Escort/Smuggling Adventures or Scores and Scene Bangs
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<blockquote data-quote="pemerton" data-source="post: 8302846" data-attributes="member: 42582"><p>I can't contribute anything on BitD/FitD techniques. But I can comment on the below:</p><p></p><p></p><p></p><p>This is confused.</p><p></p><p>As far as I'm aware, Ron Edwards coined the term "bang" in the context of RPGing. <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">Here's one account he's offered</a>:</p><p></p><p style="margin-left: 20px">So let's talk about Narrativist [= "story now"] protagonism and how it's established, starting with the adversity. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Bangs are those moments when the characters realize they have a problem right now and have to get moving to deal with it. It can be as simple as a hellacious demon crashing through the skylight and attacking the characters or as subtle as the voice of the long-dead murder victim answering when they call the number they found in the new murder victim's pockets. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It is the GM's job to present and, for lack of a better word, <strong>drive </strong>Bangs, in the sense of driving a nail or driving something home. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Bangs are not represented by many of the fight scenes or clues in traditional role-playing. Throwing mad hyenas at the player-characters is not a Bang if the only result of the fight is to wander into the next room. Nor is a clue a Bang at all if all it does is show where the next clue may be found. A real Bang gives the player options and requires his or her decision about how to handle it, which in turn reveals and develops the player-character as a hero. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Bangs [means] Introducing events into the game which make a thematically-significant or at least evocative choice necessary for a player. The term is taken from the rules of Sorcerer.</p><p></p><p>There is nothing distinctive to a Bang that it be authored by the players; Edwards calls a particular sort of player-authored Bang a Kicker (see the same essay I've just quoted from - in short, a Kicker is a Bang authored by the player as part of character creation, which the GM is obliged to incorporate into the opening situation and which propels the character into the action), but [USER=6696971]@Manbearcat[/USER] is using a more generalised technique - with its basis in the PbtA technique of <em>ask provocative questions and build on the answers</em>.</p><p></p><p>But whether a Bang is established by players or GM or by both in some structured fashion (see eg [USER=16814]@Ovinomancer[/USER]'s suggestions to Manbearcat on revising the methods they used), it is certainly not about <em>keeping the players (or PCs) on track</em> nor about <em>answering questions in advance of play</em>. The whole idea of a Bang is to <em>oblige the players to make a significant choice </em>that will (i) reveal something about their characters, and maybe lead or provoke them into change, and (ii) will establish <em>what happens next</em>. Part of establishing <em>what happens next</em> might include fleshing out the details of some weird faith or obligation.</p><p></p><p>That notion of <em>what happens next</em>, and the attendant fictional details, being up for grabs is sometimes foreign to RPGers who are used to play which basically consists of the players working through a sequence of events that the GM has already made up. But it's pretty fundamental to the sort of game [USER=6696971]@Manbearcat[/USER] is talking about.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8302846, member: 42582"] I can't contribute anything on BitD/FitD techniques. But I can comment on the below: This is confused. As far as I'm aware, Ron Edwards coined the term "bang" in the context of RPGing. [URL='http://www.indie-rpgs.com/_articles/narr_essay.html']Here's one account he's offered[/URL]: [INDENT]So let's talk about Narrativist [= "story now"] protagonism and how it's established, starting with the adversity. . . .[/INDENT] [INDENT][/INDENT] [INDENT]Bangs are those moments when the characters realize they have a problem right now and have to get moving to deal with it. It can be as simple as a hellacious demon crashing through the skylight and attacking the characters or as subtle as the voice of the long-dead murder victim answering when they call the number they found in the new murder victim's pockets. . . .[/INDENT] [INDENT][/INDENT] [INDENT]It is the GM's job to present and, for lack of a better word, [B]drive [/B]Bangs, in the sense of driving a nail or driving something home. . . .[/INDENT] [INDENT][/INDENT] [INDENT]Bangs are not represented by many of the fight scenes or clues in traditional role-playing. Throwing mad hyenas at the player-characters is not a Bang if the only result of the fight is to wander into the next room. Nor is a clue a Bang at all if all it does is show where the next clue may be found. A real Bang gives the player options and requires his or her decision about how to handle it, which in turn reveals and develops the player-character as a hero. . . .[/INDENT] [INDENT][/INDENT] [INDENT]Bangs [means] Introducing events into the game which make a thematically-significant or at least evocative choice necessary for a player. The term is taken from the rules of Sorcerer.[/INDENT] There is nothing distinctive to a Bang that it be authored by the players; Edwards calls a particular sort of player-authored Bang a Kicker (see the same essay I've just quoted from - in short, a Kicker is a Bang authored by the player as part of character creation, which the GM is obliged to incorporate into the opening situation and which propels the character into the action), but [USER=6696971]@Manbearcat[/USER] is using a more generalised technique - with its basis in the PbtA technique of [I]ask provocative questions and build on the answers[/I]. But whether a Bang is established by players or GM or by both in some structured fashion (see eg [USER=16814]@Ovinomancer[/USER]'s suggestions to Manbearcat on revising the methods they used), it is certainly not about [I]keeping the players (or PCs) on track[/I] nor about [I]answering questions in advance of play[/I]. The whole idea of a Bang is to [I]oblige the players to make a significant choice [/I]that will (i) reveal something about their characters, and maybe lead or provoke them into change, and (ii) will establish [I]what happens next[/I]. Part of establishing [I]what happens next[/I] might include fleshing out the details of some weird faith or obligation. That notion of [I]what happens next[/I], and the attendant fictional details, being up for grabs is sometimes foreign to RPGers who are used to play which basically consists of the players working through a sequence of events that the GM has already made up. But it's pretty fundamental to the sort of game [USER=6696971]@Manbearcat[/USER] is talking about. [/QUOTE]
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