Here's something I was wondering about:
Can pemertonian scene-framing work for challenge-based games?
I originally thought no, but I read something about 10 pages back by @
Balesir that made me question my assumption.
So, do you guys think it can work? If it can, are there any differences in how you use it?
There we are! A new line of discussion and an interesting question!
I'm assuming you're referring to
step on up agenda. Working off of that assumption, I certainly believe that it can and I think pointing at WotC's board games is an example of its execution. When you play those games, you're playing through an
adventure while not moving out of pawn stance. You're playing your pawn, or pawns, and running the gauntlet of a contrived series of challenges toward a prescribed ultimate conclusion. Within the medium there are enough fortunes (dice rolls, encounter/event cards, tile topography and arrangement), decision-points wrought by pressures (your pawn/hero's action and exploration phase), and other moving parts (adventure specifics) such that the overall challenge, and the ultimate challenge, is a confluence of each scenes' impact on the whole.
If I were to compose a strict
step on up challenge-oriented product, one would assume that thematic content is irrelevant. What is relevant?
1 - Scene-challenge budget parameters to establish preconceived difficulty level.
2 - DM pressure administration based primarily around "what is challenging" rather than primarily around "what is genre-relevant or thematically-intensive".
3 - Explicit rules for mechanical resolution of micro-conflict resolution within the scene; eg action economy, fortunes, deployable resources, etc.
4 - Explicit conditions for success/failure of scene-resolution.
5 - Explicit advantage/disadvantage propagation into the next scene and beyond arising from the resolution of the prior scene(s).
6 - Guidance on framing/composing the introduction of subsequent scenes as an emergent product of prior scene(s)-resolution.
That is pretty similar to scene-framing from a
story now agenda. The primary differences being:
1 - Pressure administration interests (challenge instead of genre/theme).
2 -
Step on up needs more explication versus
story now as the primary/sole medium for resolution of the game are the hard-coded rules rather than the rendering of the rules upon the shared imaginary space and the facilitation thereof. Pawns need clear and present orders to execute. They don't need a compelling narrative to wax philosophical about or take measure of their place in the world (shared imaginary space).
There is, of course, a sliding scale here. I'm just outlining the absolute, far end of the spectrum. TTRPGing will generally always be somewhere to the left/right of that (depending on where it is!). 4e hybridizes step on up with story now and folks play at varying locations on that spectrum