From time to time I've also borrowed from another poster (I can't remember who) the phrase "just in time GMing" to describe this approach - the point of this phrase is to make clear the contrast to exploration-based play. In my preferred game, the role of the GM is not to create a world for the players to explore (using their PCs as vehicles) but rather for the GM to create and shape situations that engage the players' thematic concerns (as expressed via their PCs). The gameworld is therefore created on a "just in time" basis, in response to those expressed thematic concerns.
You seem to be drawing an equation between improv-based play ("just in time GMing") and a specific flavor of narrativist gaming ("engaging thematic themes") that I'm not really following.
I can see how both can co-exist, obviously. But they're tangentially related to each other.
Can you articulate the distinction you see between picking a paragon path and picking a prestige class in terms of the player "setting the thematic tone of the game"?3E does not support this style of play particularly well - for example, it has no mechanism whereby the player can set the thematic tone of the game and oblige the GM to engage it (cf Paragon Paths and Epic Destinies in 4e, not to mention classes like the Warlock, the Avenger or the Invoker), and its mechanics favour scene extrapolation, and hence exploration, over scene framing (cf skill challenges, not to mention the whole approach to combat encounter design and resolution, in 4e).
Can you explain exactly how the mechanics of 4th Edition explicitly support "scene framing" vs. "scene extrapolation"? Could you point to demonstrations of this technique being employed in the adventures written by the designers of 4th Edition?
Can you explain what any of that has to do with "character- and situation-focused narrativist play (...) in which the players build rich and compelling thematic material into their PCs (...) and the GM frames and resolves situations which engage with this thematic material"?As is pretty well known, 4e combat (...) has a distinctive pace: the monsters start out very strongly, putting the PCs on the ropes, but at a certain point into the combat the tide turns, as the PCs' resilience - manifested paradigmatically but not exclusively by their healing-surge based abilities including second wind - kicks in.
Can you explain how the inability for a high level fighter to grapple a giant squid interferes with your ability to do "character- and situation-focused narrativist play (...) in which the players build rich and compelling thematic material into their PCs (...) and the GM frames and resolves situations which engage with this thematic material"?I've got nothing against a system in which grappling a giant squid is a challenge even for a very experienced warrior - but in my view it doesn't sit very well side-by-side with the fact that the warrior in question can routinely walk away from 50' or 100' drops onto solid ground.
I'll admit that I may be having difficulty grasping your point because I find Czege's description of scene-framing to be complete and utter








Once you accept that Czege has abused hyperbole to the point where it's obscuring his actual point, I still have some difficulty processing Czege's position because he bases most of his rhetoric around a constrast of "GM controls point A, players control point B" with "players control point A, GM predetermines point B". He's playing a shell game of, "Where do ya want your railroad?" But my gut reaction to Czege is pretty much a constant subliminal refrain of, "Take your railroad and stuff it."
So if your point really does boil down to, "4E is better than 3E for GMs who want to railroad their players in very specific ways." I'm willing to believe it. But you still haven't made your case.
This does begin to make sense, though. Since you specifically want to be able to shamelessly railroad your players, it makes sense that abilities which allow the players to avoid your shameless railroading would be problematic for you.And that's ignoring a whole host of other considerations, like the fact that 4e is designed in all sorts of ways - from spell lists to encounter buidling guildelines - to make scry-teleport-ambush a tiny part of the game, whereas the design of 3E very strongly encourages scry-teleport-ambush as the optimal mode of play at mid-to-high levels.
This becomes an interesting point, because it gets to the heart of my problem with the skill challenge mechanics: They specifically interfere with the GM's ability to frame scenes. On the one hand, they violate the chain of causal logic which allows me to suspend disbelief and actually participate in the game world. On the other hand, they frequently become tedious when they mandate that play continues even after the scene has functionally exhausted and resolved itself in the minds of the players.Skill challenges are, among other things, a device for framing and resolving scenes without having to play out all the details of scene extrapolation, whereas 3E has no comparable mechanic. They achieve this precisely in virtue of their structure, which governs the injection of complications into a situation by the GM, as well as the way in which players respond to those complications (via their PCs' skill checks).
3E, on the other hand, relies upon either scene extrapolation (which may permit protagonism, but is often tedious rather than heroic) or else GM handwaving (which may or may not be heroic, depending on what the GM narrates, but is the opposite of protagonism).
You know the bit where Czege talks about ending a scene when you've done all the interesting stuff you can do with it? Good advice. And skill challenges muck that up.