D&D 4E Pemertonian Scene-Framing; A Good Approach to D&D 4e

Status
Not open for further replies.
I think it's important to note that I'm not trying to be a gatekeeper of anyone else's experiences, here. I get that playing like that can be a lot of fun for folks, and I wouldn't want to make them stop. It's just not a lot of fun for me (and likely I am not just an anomaly), and I was trying to get at what may be the difference, there.

The parsing of the "roleplaying = character immersion" thing was just to get our definitions aligned so that we could see the issue. Playing a role is performance, acting, immersive, immediate, and un-contextualized. Some of the things these role-playing games ask the players to do jars that. This doesn't make them not role-playing games (certainly THEY think they are!), it's just a useful distinction for thinking about why some folks might balk at these ideas in their own games - those folks value immersion highly in their RPGs, and aren't very interested in things that don't support that. Not because those things are bad, but because that's not the fun thing to them about playing an RPG.

It's a way of exploring why certain kinds of mechanics work for some players, and don't work for others, not an attempt to exclude a playstyle from "REAL role-playing." :)
Sure, I recognise that there are some players for whom immersion is the only form of roleplaying - I'm just saying they're wrong. Not as in "they are wrong that immersion is a form of roleplaying" - it's a perfectly good form - but wrong in believing that it is the only form of roleplaying.

It's not "discovery" as I'm using the term if it doesn't have an independent existence. chaochou's example isn't about discovering a rattlesnake, it's about creating a complication for the scene -- it exists simply because it makes a tense scene. That doesn't fill the kind of need you're looking for if you're looking for a game that delivers "discovery." If what lays around the next corner is "whatever the DM thinks is interesting," you're not exploring anything other than the DM's current state of mind.
If the GM makes up the entire world outside the characters' minds, when are you ever "exploring anything other than the DM's state of mind" at the time they made up this particular bit of world?

It's a different 'flavour' of "discovery", but I have had some genuine moments of wonder while exploring a world that the play group are making up as they go along. It works similarly to the "immersion in character" idea authors and rpg players sometimes talk about, where all of a sudden they just know what the character would do next. Once you get immersed in exploring ( in the sense of making up bits of) a world, a similar thing can happen - you find yourselves suddenly "on the same wavelength", looking at each other thinking "yes, of course that's how this works!"

In short, I kind-of see what you mean, but I don't think it's as clear-cut as that.

We may be using "immersive" in slightly different ways.

I'm not referring to the ability of rules to model what I think my character should be like.

Rather, I'm referring to the ability of the player to think and act in-character.

Dictating the actions of others or events in the world automatically stops you from thinking in-character. Once you start thinking about how the world should react to your character, your immersion (as I'm using the term) is kind of blown -- you're not thinking about what your character does, you're thinking about the way other characters ought to behave and the way the world ought to work.
OK, but every sentient being has a model in their mind of how the world around them works. This model is inaccurate to some degree, unavoidably - but if it is inaccurate in a way that is demonstrated to them and they don't change it, then they are generally said to be insane, to some degree.

In other words, being "in character" must involve taking on, to some extent, the character's model of how his or her world works. If the world demonstrably does not work according to that model, then either you are totally jarred out of character (because you were envisioning the character's world model wrongly), or the character should be going through some sort of mental crisis (because they suddenly seem to be insane, or at least fundamentally wrong in their core beliefs about their own existence).

When I act in the (real) world, I do so with clear expectations about what effect my actions will have. If they have radically different effects, then either I need to know why I was so wrong or I get severely shaken by the experience. That doesn't happen all that often.
 

log in or register to remove this ad

Your Tuesday game's near enough I should be able to drop it off after work. IIRC you also wanted a look at Sharn?

Cool, thanks - we're not playing this Tuesday though, maybe next Tuesday? Also if you have any games looking to recruit eager newbies, I have nine of them! :D
 

Scene-framing can be performed by GM at a table with a Process-Simulation, PC-Actor stance creative agenda (albeit with much more difficulty as you are restrained in your application of pressure due to the natural rigidity of outcomes).
That's RM used to play vanilla narrativist in a nutshell (especially the bit in parantheses).
 

[MENTION=42582]pemerton[/MENTION] - thanks for the above, I can't XP but you're helping me to get an (even) better grasp on Pemertonian Scene Framing, just as I hoped would happen when I made this thread!
Very happy to oblige!

Playing a role is performance, acting, immersive, immediate, and un-contextualized. Some of the things these role-playing games ask the players to do jars that.
I know you wanted to drop the equation of "scene framing" with "player control over backstory", but I feel that here you are still making that equation.

I'm happy to use (pre-errata) Come and Get It as an example - when the player of the fighter in my game uses that power, his dwarf is using either his honking great hammer or his even longer-reach halberd to draw nearby foes into proximity. This is "immersive, immediate and un-contextualised" - I'm a super-tough dwarf with a super-big weapon who is faster and stronger than anyone else on the battlefield, and I'm using that advantage to draw all my foes into a bunch around me - where I then proceed to beat the heck out of them.

There is no requirement for the player to narrate or deal with any part of the backstory to do this - s/he just describes what his/her PC is doing.

Now consider the following, very different, scenario: the fighter is wielding a dagger, and is standing on a pillar of stone at the centre of a 15' square pit. And the player uses Come and Get It to try and drag enemies into the pit. I can see how that scenario puts a bit more pressure on player immersion. But (i) it's a pretty corner case. I've never seen that particular one come up, nor anything too much like it. And (ii) the pressure on player immersion is far from total: if I'm playing that fighter, then I'm probably conceiving my fighter as the king of all knife-fighters and the king of all arena-fighters. At which point the idea that I can lunge across the pit, and make one of my enemies on the other side get scared enough to misstep a dodge and fall into the pit is not absurd at all. It's about playing my king of all knife fighters in an "immersive, immediate and (mostly) un-contextualised" way.

Dictating the actions of others or events in the world automatically stops you from thinking in-character. Once you start thinking about how the world should react to your character, your immersion (as I'm using the term) is kind of blown -- you're not thinking about what your character does, you're thinking about the way other characters ought to behave and the way the world ought to work.
I think it might be more precise to say that narrative authority and immersion are two entirely different cognitive exercises, and so can't be done at the same time. Pretending to think like an individual means abandoning meta-context, and thinking about meta-context necessarily means not thinking like a person embedded in that context.
I have seen this asserted by others too from time to time. But it's an empirical claim, and my own experience doesn't confirm it. In particular, it is just not true that you need to go "meta" or outide the context to exercise narrative authority. You can do that from the persepctive of your PC, interpreting the mechanical outcomes in a way that experesses your PC's convictions and understanding of the world.

I will illustrate this with an example from my 4e game that I've posted in other threads:

The PCs were fighting some NPC hexers. One of the hexers used his Baleful Polymorph power on the PC paladin of the Raven Queen. This had duration "until end of the caster's next turn". For the next cycle of initiative, there were the inevitable jibes from the other players about not slipping on the slimy frog, etc. Then, at the appropriate point in the intiative cycle, I described the frog turning back into a paladin, just as the rules required me to.

The paladin's turn then came up, and the player, in character, made some rude remark to the NPC hexer. The hexer replied to the effect of "I'm not scared of you or your mistress - after all, I just turned you into a frog." The player, in character, replied "And my mistress turned me back" - the obvious implication being that his mistress, and him as her vessel, are more powerful than the hexer's petty magic.​

This is all done thinking in character. The player at all times is speaking as his character, thinking as his character, giving voice to his character's convictions of the Raven Queen's divine power. And the very interesting thing about the 4e mechanics is they don't contradict him. The mechanics leave it completely open why, within the fiction, the Baleful Polymorph will end when it does. And the example I've given shows how a player can fill that fictional space via incharacter narration, thereby reinforcing rather than forfeiting immersion.

There are interesting connections here to [MENTION=27160]Balesir[/MENTION]'s suggestion a few posts upthread that immersion includes immersion in the epistemic expectations of your PC. Note that a process simulation system, as opposed to the fortune-in-the-middle at work in my example, actually can make it quite hard to immerse in a religious PC whose conviction is as strong as what I've just described, because the player knows that it is not his/her divine mistress, but rather the roll for the Fortitude (or whatever) save, that has brought the spell to an end. That is, the system does not vindicate the epistemic expectations of the religious PC.

This is, in part, why classic D&D supports sword-and-sorcery much better than romantic fantasy. Because in sword-and-sorcery, any conviction in the power of the divine is fundamentally misguided! - the world is valueless and cares nothing for mortal wants. That players experience outcomes as the result of the roll of the dice and nothing more conveys the empty, mechanistic character of the world. (Which does raise a question of what the cleric is doing as a core class in a sword and sorcery game - but that's a puzzle for another time).

There are also conections to Balesir's ideas upthread about the rules-fiction relationship. In the example I've given, the fact that one participant at the table cared about why his PC had turned back from being a frog, and epxressed a reason for that in character, produces a specification of the fiction that is uncontested by anyone else at the table, and therefore, via ordinary workings of the social contract for narration, true within the shared imaginary situation.

AFAICT, the Moldvay example is about glossing over the things that the game isn't going to be "about" -- things that aren't going to impact the outcome of the thing you're interested in playing through, and that aren't part of the challenge of the game. That's quite different from determining the challenge on the fly as in the Orcus example. In the Moldvay example it doesn't matter what happens on the way to the dungeon. In your example, it matters if Orcus is in the dungeon or not, and he's not, until someone asks if he is. That's a very important distinction I think this comparison glosses over.
Are you talking ingame or metagame? Ingame, Orcus was always in the dugneon. A PC wondering if he's there doesn't put him there (if we put to one side the AD&D 5% chance of hearing name spoken rule). At the metagame level, the player wants Orcus to be about somewhere, because they've built that into their PC; and they know that Orcus is going to be about somewhere, because they know the GM is responding to the hooks they've built into their PC. What is at stake is the "how", the "why" and the "what about it?" of Orcus being present. And the player (in default 4e, in which the GM exercises authority over campaign backstory and scene-framing) doesn't learn this except by discovering by engaging the gameworld via his/her PC.

It's not "discovery" as I'm using the term if it doesn't have an independent existence.
The notion of "independent existence" is tricky. In one obvious sense the gameworld has no independent existence until it enters into the minds of the game participants (at which point it is independent of any one of them, being an intersubjectively shared imaginary world). Before that, it's just someone's subjective intentions to narrate a fiction in a certain way.

A dungeon map and key is one for the GM to externalise and settle that intention - and in map and key play, I would think that the GM is cheating if s/he departs from the map and key. I mentioned this upthread as a necessary underpinning for skillful Gygaxian use of detection spells.

But "discovery" is surely not limited to learning what is on the dungeon map and key. After all, in a classic random hexcrawl the contents of the gameworld aren't predetermined by map and key - they are settled on the fly by rolling on a table. Scene framing is contrived rather than random, but is no different in its temporal aspect from on-the-fly random rolling, which has typically never been regarded as inimical to exploratory play. (But is inimical to skillful use of detection magic.)

chaochou's example isn't about discovering a rattlesnake, it's about creating a complication for the scene -- it exists simply because it makes a tense scene. That doesn't fill the kind of need you're looking for if you're looking for a game that delivers "discovery." If what lays around the next corner is "whatever the DM thinks is interesting," you're not exploring anything other than the DM's current state of mind.
Which is not relevantly different, as far as I can see, from exploring the results of rolling on random tables. Yet that is a pretty standard approach to classic D&D exploratory play, especially in the wilderness.

My view that exploratory play is possible in a no myth game is based on my own experience: here is a link to an actual play report on a 4e session I deliberately ran as an exploratory session, but that was semi-no myth and definitely not a classic map-and-key sandbox.

Discovery-oriented play is about wonderment, not about excitement
Which, based on my actual play experience, can be achieved in no myth play. I agree that there is a difference between wonderment and excitement (cue the "Halls of Moria" music from Howard Shore's score to the Fellowship of the Ring!). But I don't think it is at all related to the degree of GM prep vs improv. It is connected to the motivation behind the GM's framing of situations. Scene-framing play aimed at producing wonderment wouldn't fit the description of the standard narrativtic model I posted upthread - the rationale for play would be different - but could in my view, based on my own experience, proceed pretty easily in a no myth style. (And elements of wonderment are part of my 4e game, though generally subordinate to the thematically-oriented play.)
 

I'm happy to use (pre-errata) Come and Get It as an example - when the player of the fighter in my game uses that power, his dwarf is using either his honking great hammer or his even longer-reach halberd to draw nearby foes into proximity. This is "immersive, immediate and un-contextualised" - I'm a super-tough dwarf with a super-big weapon who is faster and stronger than anyone else on the battlefield, and I'm using that advantage to draw all my foes into a bunch around me - where I then proceed to beat the heck out of them.

There is no requirement for the player to narrate or deal with any part of the backstory to do this - s/he just describes what his/her PC is doing.

Now consider the following, very different, scenario: the fighter is wielding a dagger, and is standing on a pillar of stone at the centre of a 15' square pit. And the player uses Come and Get It to try and drag enemies into the pit. I can see how that scenario puts a bit more pressure on player immersion. But (i) it's a pretty corner case. I've never seen that particular one come up, nor anything too much like it. And (ii) the pressure on player immersion is far from total: if I'm playing that fighter, then I'm probably conceiving my fighter as the king of all knife-fighters and the king of all arena-fighters. At which point the idea that I can lunge across the pit, and make one of my enemies on the other side get scared enough to misstep a dodge and fall into the pit is not absurd at all. It's about playing my king of all knife fighters in an "immersive, immediate and (mostly) un-contextualised" way.

Hmm, if the errata "They must be able to end their movement adjacent to you" is not in the PHB, it should be! :D It's clearly not supposed to be a "drag into pit" power. The errata'd version (Attack vs Will, pull 2, must end adjacent) works great, but the pre-errata auto-pull effect is also fine with a little common sense.
 


10-4



I should give you xp just for responding with the speed (and having that youtube link handy) with which you did (but I can't xp you). Impressive.

What about reading a book from 3rd person omniscient? I've read tons and tons and tons of books...been completely immersed, although I'm not immersing via 1st person perspective. Also, because sensory information provided is not absolute, I'm creating the geometry and color of the story in my mind while I read. As such, much like a player in a TTRPG, I have limited narrative control of the imaginary space (in TTRPGs this is shared) as I in-fill the missing details using my own extrapolation and perceptions. Further along those lines, what about DMing? Can DMs never be immersed?

Perhaps including the qualifier "1st person" immersion or "actor-stance" immersion would be more precise in expressing your position? However, even when you do that, how do you account for that in-filling due to lack of absolute sensory information? Players concoct their portion of the shared imaginary space via their own subjective perceptions and deductive extrapolations. Is that not limited narrative control/authority?

There is probably something to be said here about eye-witnesses to an event each having their own askew slant to the details of what they saw (sometimes grossly askew) and, as such, even in real life authoring varying accounts (sometimes wildly) from their limited, human vantage points.

I think this brings up the point of 2 related myths, the "Myth of 1st person immersion" and the "myth of the object DM-constructed sandbox". I've played RPGs for almost as long as they've existed, 1000's upon 1000's of hours with all sorts of groups. IME the game is ALWAYS a construct that is being built dynamically by and for the participants. No matter how much the DM may at some point prepare ahead of time some hypothetically objective sandbox to play in the reality is that significant parts, and sometimes most parts, are really being made up and reinvented on the fly. DMs (certainly those who don't just fail horribly) are constantly watching and interacting with the players, sensing where the narrative should go, adjusting things, inserting new possibilities, closing off other paths or remaking their elements into new things.

There may be times, in some Gygax dungeon, where the DM sticks fairly hard to a script, but even then DMs fudged wandering monster roles, treasure, surprise, etc (Gygax refers to doing this and the necessity of doing this several times, at least once in the 1e DMG). Every one of these Gygaxian sandbox dungeons also had a 'town' attached to it, the place where nothing was highly scripted and the players often seized control of the narrative.

The same thin IME is always happening from the perspective of players. Once in a while you may (if it suites you) do some level of 1st person RP, but 99.9% of all activity at all tables I've ever witnessed is 3rd party in nature. The player isn't so much literally assuming the persona as they are inventing the persona the way an author might invent a character. Nor is it very common for characterization to be the first priority. The first priority is usually adherence to fun. You play a fun character, not the most believable consistent character. If your character isn't fun, you change it, consistency be damned.

Given that, I've always had a hard time understanding the insistence on the high value of 1st person immersion and something like "well, if I have to get out of character to decide how Come and Get It works in the game world that's just destroying the fun" is literally incomprehensible to me. I have a hard time believing, from experience, that there are any significant number of posters who actually play in this mystical 'fully immersed game'. I have never seen it. It is like the Loch Ness Monster, hard to believe in seriously and thus hard to give a lot of weight to in discussions of practical game design. I doubt I'd WANT to play in such a game even if it did exist.
 

[MENTION=42582]pemerton[/MENTION]

Right, I've never understood the obsession about WHEN the GM decides things, or HOW. Why is it less 'exploratory' because I made up something 5 seconds ago vs I made it up 5 days ago? If the world is a process sandbox constructed by the DM's process that's what it is. It is not somehow 'more objective' because it was made up ahead of time. Again, IME the ideal of the process sandbox doesn't exist anyway, it is a myth that even its supposed proponents, Gygax mainly, actively denied the pure existence of.

OTOH I've still never been convinced of the superior value of absolute player certainty in resolution. Take the CaGI examples here. In my running of 4e I'm perfectly happy to simply say "well, when you're standing on the pillar and can't really come up with a narrative for this power then maybe it just doesn't do what the rules say". The rules are just a set of tools for making things consistent and supplying useful mechanics. They don't have to be 100% iron-clad consistent for players to have some control, nor is such rigidity conducive IMHO to a really good story. The comment on the failings of process sim games outside of S&S is germane here too. To run a credible high fantasy you can't simply let the dice run the game. That sort of world has higher powers, it actually has built-in rules of dramatic behavior, or else the genre is being undermined. I see no problem as a DM with making that happen (though obviously constructing a set of rules which builds in that sort of thing is probably the best answer it can be done using D&D).
 

I would say that this feature is important - maybe even crucial - for giving the players full agency with their character. If a player with a fighter character uses "Come and Get It!" (to coin a well-worn example), they can only do so with full confidence that it will work as they intend if it isn't open to other(s) to say "oh, no, that doesn't fit with the game world as I understand it" (or, far worse and more common, "oh, that's not "Realistic(TM)"...") or "I'm gonna declare an exception in this case, because I don't like that as a possibility".

In any system where the (fictional) world is held to have some sort of independent existence that the rules are only there to model, this sort of thing is inevitable. The "world follows the rules" paradigm allows us to get away from this. It's not useful for all styles of play, but it's critical if the players are going to have full and un-compromisable understanding of how the (fictional) game world works.

To put it another way, if we are to play a game set in a fictional (made-up) world, we need some way to communicate consistently between all the players how that world works. For some play styles, one individual having complete control over how the world works and imparting that knowledge on an "as needed" basis to the other players works well. But for other styles, having that understanding encapsulated as fully as possible in the ruleset works far, far better. It allows players to have their characters act confidently, as heroes, in the full knowledge of what the outcome of the character's actions are likely to be at all times. If my fighter (hypothetically - I haven't actually played a fighter in 4e, yet) used CaGI, then there is a fair chance that the things targetted will come. The "how" of it doesn't matter in this respect - it's up to each player present to imagine it in a way that they find believable and fitting. However it is envisioned to be done, though, my guy is capable of doing that sort of thing; the rules say he is.
Everyone at least has to imagine it happening in a way that the Fighter character can be attributed as intentionally causing it to happen though, right? You can't have some people imagining that the monsters just decided of their own accord to attack at that moment (perhaps because the Fighter character actually looks vulnerable rather than taunting them with his/her strength), because the scene would have a different story in that case.

(I think you'll agree, in which case I get you and misread you as saying something more radical than you meant).
 

Everyone at least has to imagine it happening in a way that the Fighter character can be attributed as intentionally causing it to happen though, right? You can't have some people imagining that the monsters just decided of their own accord to attack at that moment (perhaps because the Fighter character actually looks vulnerable rather than taunting them with his/her strength), because the scene would have a different story in that case.

(I think you'll agree, in which case I get you and misread you as saying something more radical than you meant).
I sort-of agree.

What I mean by that is that I wouldn't want to stop anyone imagining the events outlined in whatever way suits them, but I would see it as possibly unwise to depart quite that far from the "core concept". Having said that, if the actual player of the fighter wanted to suggest that they were employing trickery by looking "vulnerable", that could work, too.

At base, each participant sat at the table has personal responsibility for envisioning the events generated by the rules in whatever way works for them. If they, as a party directly involved in the events (i.e., in this case, the fighter using CaGI), want to suggest a form for the events, that's fine - but this should be done with care as it can be easy to describe something another player finds jarring. As long as it's light touch suggestion, rather than detailed dictation of specifics, it generally works out OK.

In actually envisioning events, you* have a general brief to build a world-vision that is going to continue working for you. You know the basic game rules (I hope), so you just need to be careful that you're not generating any nascent clashes for when we meet certain other rules in future play. Given the general nature of 4e PCs, imagining the fighter character as more comedy relief than hero is likely to lead to problems, so if that is the option you are considering, it's probably a poor one.

*: just to be clear, the "you" here is the general "you" sat at the game table, not you, specifically, in person.

Edit to add: just re-read your question, and, yes, everybody ought generally to be imagining events such that the "pull" of the CaGI was initiated deliberately by the fighter character in some way. Again, it's really up to each individual what they themselves "see", but envisioning events as a constant stream of accidents and coincidences is unlikely to work out well. Experiments in that vein might be one thing, but using it as a general modus operandi would be, um, unusual (and quite possibly doomed)...
 
Last edited:

Status
Not open for further replies.
Remove ads

Top