Players establishing facts about the world impromptu during play

Well, lets be honest, plot emerges either way, at least viewed in retrospect (which is the only plot can be viewed in an RPG, IMO). The question is does it emerge driven by PC actions and consequences, or does it emerge from where it was hiding in the GMs head/notes? Or possibly some combination of those two? I'd guess that running D&D type games with an emphasis on Story Now actually lands in that third column.
 

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I had started to suggest OSR minus all the other bits, but that didn’t feel right. Pathfinder isn’t old-school D&D, a retroclone, or particularly adjacent to those games. Pathfinder 2e does have an exploration mode, but it still lacks most of the techniques one would use to create OSR-style play. Also, based on our prior conversations, your approach to balance is quite different from OSR play (which is itself [OSR play] non-normative for PF2).


I’m responding for my own edification since it seems like what’s being described fits with what Edwards describes as “setting-centric Story Now play”. Is the issue that if you aren’t taking a principled approach (e.g., something like what Edwards describes for doing it with a confused game text), that the game risks becoming incoherent?

For example, let’s assume we’re going to play a campaign using Pathfinder 2e. We decide on a village on the border between Andoran and Cheliax. Andoran is sort of like a fantasy frontier America while Cheliax is an empire of diabloists. Play starts with various situations like the Church of Asmodeus has come to town, rebels against the rule of House Thrune are causing trouble in the area, and so on. So far, it sounds like we have all the pieces in place to begin our setting-centric Story Now play.

Of course, play doesn’t just start at the status quo and then nothing happens. The PCs are going to go out and do things. They’re going to impose themselves on the setting all over the place (break the rebels’ stuff, etc). We’re playing for the emergent story, so that’s the point. However, because there are no principles to keep the GM honest, will a plot emerge eventually (inevitably?)? And if one does emerge, we’ve ended up playing something different from what we think we’re playing (Story Now vs. Story Before).
Yeah, from what I can tell it might technically be something new where 3e+ player empowerment, game balance, and combat as sport are mingled with many of the techniques of the OSR-- namely things like Dungeon Crawling Procedures, Lite Combat as War Elements, Jacquayed Dungeons, Hexcrawling Procedures, emphasis on treasure finding as advancement, and so forth. Notably the common thread is that it utilizes the game systems of a player empowered neotrad/trad style system on the character side, but uses the OSR elements to innovate on adventure and story structure (in the context of those game.) The wrinkle is probably just that each of these movements in gaming has elements that aren't mutually inclusive to one another, you can separate them out, which changes the experience, but not always in a bad way so something new can come from it.

Well, lets be honest, plot emerges either way, at least viewed in retrospect (which is the only plot can be viewed in an RPG, IMO). The question is does it emerge driven by PC actions and consequences, or does it emerge from where it was hiding in the GMs head/notes? Or possibly some combination of those two? I'd guess that running D&D type games with an emphasis on Story Now actually lands in that third column.

IMNSHO, I think it might be overly reductionist to say that plot emerges either way or that it can only be viewed in retrospect, because we experience it "As It Happens" in the game, not as a concrete thing after the fact. I feel that different kinds of techniques for producing plot probably produce plots that have different textures and such in the same way that TV Serials, Films, and Video Games in the same genre (Horror, Comedy, Drama) do, as a result of the constraints of whichever medium we're talking about, but Medium here isn't 'tabletop gaming' as a whole, its the set of techniques used to produce it.

Like, I think that goes back to Emerikol's hangup with how Blades in the Dark handles the idea of preparation, when Blades in the Dark says:
Your crew spends time planning each score. They huddle around a flickering lantern in their lair, looking at scrawled maps, whispering plots and schemes, bickering about the best approach, lamenting the dangers ahead, and lusting after stacks of coin. But you, the players, don’t have to do the nitty-gritty planning. The characters take care of that, off-screen. All you have to do is choose what type of plan the characters have already made. There’s no need to sweat all the little details and try to cover every eventuality ahead of time, because the engagement roll (detailed below) ultimately determines how much trouble you’re in when the plan is put in motion. No plan is ever perfect. You can’t account for everything. This system assumes that there’s always some unknown factors and trouble—major or minor—in every operation; you just have to make the best of it.
Emerikol responds "But the players doing the nitty gritty planning, and sweating all the little details, and trying to cover every little eventuality ahead of time (or adapting to it with the defined set of tools they have at hand during the mission) is the fun part!" (Not to put words in @Emerikol 's mouth, though, I could be wrong.) It could be, and that's sort of what I mean by techniques too, the Blades in the Dark mechanic creates one kind of game feel, while how Emerikol would handle it would create another, because even though in "retrospect" they're the same story, they were told very differently, which naturally changes our experience of it, and therefore, our impressions and perspective on it.
 
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From Masks: A New Generation
MASKS doesn’t pay close attention to physical harm, though. How much physical harm can an invulnerable space alien take before they go out? How much punishment can the utterly human bowman take? MASKS isn’t about that—in MASKS, their responses to getting punched are far more important. The alien gets Angry. The bowman gets Afraid.
Here we establish that the rules don't really care much about the physical simulation of the action as problem solving, instead it wants players to engage with the game world's emotional push and pull and their arc of personal development, again direct storytelling over the simulation of a reality in which the players just make physical choices.
I'm just going to point out at this point that this paragraph from Masks indicates to me that it cares more about the physical simulation of the action than D&D does. In Masks a physical simulation of an attack action has some sort of meaningful response. In D&D who the hell knows what a hit point actually is? It certainly isn't a physical simulation of anything remotely connected to real world injuries. It's mostly a resource tracker.
 

I brought it up because KoB is frequently mentioned in the same breath as PBTA in reference to relatively rules lite narrative driven TRPGs.

"Story Now" isnt standardized verbage, in fact I thought Campbell or someone had suggested it to rename one of those "Six Cultures of Gaming" a couple of weeks ago?
"Story Now" to my certain knowledge dates back at least to 2003 (and probably 2001 if not earlier) and Ron Edwards' famous (arguably notorious) GNS essays where he defined "Narrativism" as "Story Now".

Of course GNS was based round an attempt to understand the White Wolf Storyteller system used in games like Vampire: the Masquerade that had at one point actually overtaken D&D in the 90s, and to understand why it didn't provide the experience it promised. And big developments on the Indie scene (that lead to first Apocalypse World and then Masks) were trying to provide that experience.
 

MASKS doesn’t pay close attention to physical harm, though. How much physical harm can an invulnerable space alien take before they go out? How much punishment can the utterly human bowman take? MASKS isn’t about that—in MASKS, their responses to getting punched are far more important. The alien gets Angry. The bowman gets Afraid.

I'm just going to point out at this point that this paragraph from Masks indicates to me that it cares more about the physical simulation of the action than D&D does. In Masks a physical simulation of an attack action has some sort of meaningful response. In D&D who the hell knows what a hit point actually is? It certainly isn't a physical simulation of anything remotely connected to real world injuries. It's mostly a resource tracker.
YMMV, but hit points make a lot of sense in the high action fantasy (shonen even) milieu I play DND in (Pathfinder 2e and 4e especially) characters, and that the games were designed in. They're more durable than we are so they can take a lot of hits that would put us real people down immediately, but if they keep taking them their body will eventually give out from the accumulated harm done to it. The main issue with HP is people trying to simulate a degree of realism that I'm not sure hit points were ever meant for, and that the latter systems where you can take a bunch of hits, were ever meant for.

Masks meanwhile only cares if being punched made them angry/afraid/guilty/hopeless, or removed them from the fight entirely. It works for that system's focus, but not so much for how many of Superman's punches Darkseid can take in a simulation sense, especially since that number depends (in Masks) on how narratively important Darkseid is and how easily the GM wants them dealt with (Villains are given a subset of the conditions players are, the more they have, the more important they are to the story.)
"Story Now" to my certain knowledge dates back at least to 2003 (and probably 2001 if not earlier) and Ron Edwards' famous (arguably notorious) GNS essays where he defined "Narrativism" as "Story Now".

Of course GNS was based round an attempt to understand the White Wolf Storyteller system used in games like Vampire: the Masquerade that had at one point actually overtaken D&D in the 90s, and to understand why it didn't provide the experience it promised. And big developments on the Indie scene (that lead to first Apocalypse World and then Masks) were trying to provide that experience.
I mean yeah, this was established earlier in the thread that I was wrong about the origins of the term.
 

Well, lets be honest, plot emerges either way, at least viewed in retrospect (which is the only plot can be viewed in an RPG, IMO). The question is does it emerge driven by PC actions and consequences, or does it emerge from where it was hiding in the GMs head/notes? Or possibly some combination of those two? I'd guess that running D&D type games with an emphasis on Story Now actually lands in that third column.
Whoops, I was careless and used emergent plot in two different ways. The issue I was trying to describe is that a plot would arise in the GM’s notes (due to a lack of principles/mechanics to keep the GM honest) even if the intent initially was that it should emerge driven by PC actions and consequences. I’ve edited for clarity.
 

@Manbearcat and @pemerton I just found those posts, so don't think I'm ignoring you, I'm trying to digest them in tandem with everyone else's. I will say that we might be getting too wrapped up in the boundaries set by pre-existing terminology and thinkers here, some of these words you're policing my use of are terms that I'm picking up contextually from this thread and trying to respond to as I'm understanding them. Ultimately, I'm trying to discuss the substance of the topics at hand, rather than whats technically what, and who thinks about what in what way who aren't present to the conversation. I can't even tell who of your thinkers I'm disagreeing with, if any, because there ideas as being expressed in the thread seem amorphous.
 

@Manbearcat and @pemerton I just found those posts, so don't think I'm ignoring you, I'm trying to digest them in tandem with everyone else's. I will say that we might be getting too wrapped up in the boundaries set by pre-existing terminology and thinkers here, some of these words you're policing my use of are terms that I'm picking up contextually from this thread and trying to respond to as I'm understanding them. Ultimately, I'm trying to discuss the substance of the topics at hand, rather than whats technically what, and who thinks about what in what way who aren't present to the conversation. I can't even tell who of your thinkers I'm disagreeing with, if any, because there ideas as being expressed in the thread seem amorphous.
No worries.

This is a very good conversation and I appreciate it.

If you can (you get the opportunity and you're interested), if you would just comment on the Follow Through/Make It Real principle because I'm confused on how you apply it in your Masks game based on some of your comments here (about your thoughts about the operationalizing the Dungeon World encounter and some other things you said in that 2nd paragraph I quoted - prompt for straight authorship of the fiction).

If you're interested in that conversation then great. I don't think its a good one just for you and I to have, I think its a good conversation for people wanting to play those types of games period so they understand precisely what you're supposed to be doing as a GM.
 

at 20:44 - what do you think of players establishing facts about the world impromptu (spontaneously, not pre-approved) during play? Players, do you feel happy & confident doing this? GMs, do you enjoy this or dislike it?

As a GM I love it when players do it well, and dread it when players do it badly. So as a player I do it a bit more than most, but feel very wary of stepping on GM's toes.
Going right back to the start of this thread it makes me feel the difference between playing a local and playing a tourist.

If I'm playing a local who's lived in this town for years then of course I know that the Bird & Baby is my local, Bob's the landlord, Joe, Mary, and Fred are regulars and what they will not shut up about. I probably don't even call it the Bird & Baby whatever's on its sign; Bob only took it over from Sam five years ago and before that it was The Giant's Head - which is what I still call it. I only need to know this when I go to my local; if someone else establishes that the village local is instead The Royal Oak it's always been (or always currently been) The Royal Oak. The name doesn't matter. Knowing what to refer to it by does; it's not something I need to think about.

If on the other hand I have to ask the DM I'm playing a tourist. I need to check the guidebook. I'm not playing someone who has ever lived there and actually asking the DM details like that feels very much like checking the guideboook.
 

Whoops, I was careless and used emergent plot in two different ways. The issue I was trying to describe is that a plot would arise in the GM’s notes (due to a lack of principles/mechanics to keep the GM honest) even if the intent initially was that it should emerge driven by PC actions and consequences. I’ve edited for clarity.
That's always a risk for sure. Even a very well intentioned GM can make that mistake with ease. That's why when I'm taking a story-now approach to a non-story-now game, like D&D or an OSR game, I'm generally up front about it being a hybrid approach. The rules of those other games don't provide the mechanical supports to make things easy for the GM, so while I do adjudicate in those cases with a story now approach in mind, there is more coming from my notes than you'd get in a completely story now game like DW. Let's call it story now-ish.
 

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