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Players establishing facts about the world impromptu during play
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<blockquote data-quote="aramis erak" data-source="post: 8264877" data-attributes="member: 6779310"><p>While I've experienced about half a dozen such players, mostly in their 30's and 40's. (of over 300 players I've GM'd for, or more importantly, the roughly 40-50 players I've run games with core rules that include narrative declarations by players as a standard rule.) JB, EP, RM, AG, GH, RB, and BP... plus one I don't know the name of (demo at store). Of those, only one was under 30 at the time.</p><p>The thing is, in those games, the designer expects the declarations to advance the player interests within the bounds of story and/or the bounds of good taste and/or prosocial ; those players didn't respect the "bounds of the story" portion (or in one of those cases, good taste, either). In Star Wars, it was easy enough to say, "Try again, that's not even close to plausible..." Less so in Sentinel Comics, STA, Dune, or MHRP, Damned near impossible in Blood & Honor.</p><p></p><p>Wrong - Character Generation.</p><p></p><p>Part and parcel of the Story Now approach is that conflict grows from character's goals, and the clear need for conflict to arise in pursuit of them. This is, in many ways, the DNA of the Story Now movement. No long backstories, just goals that go across rough patches and may or may not be actually solved in play, but which drive players to narrate actions which lead to moves which may or may not go as desired.</p><p></p><p>Most of the people I associate with would consider Ironsworn to be a Story Now game... and right on page 4, top, it requires an iron vow which will lead you into trouble. And later iron vows as well will be conflict creators.</p><p></p><p>Several Story Now games even go so far as to be GMless, thus absolutely requiring players to contribute to the complications. And Ironsworn is one of those. I'm tempted to get it to table...</p><p></p><p></p><p>Really, I'll quibble and say that PBTA games generally are as much about limiting what needs mechanical focus as the framing and consequence processes. To do it, narrate doing it, and if it's not clear, the narrator <em>or another player if not in GM'd mode</em>, clears up whether it's a move or nor, and directs the fiction so that it matches the mechanical outcome. If it's not a move in that flavor, say yes and move on, or touch the X card or point to the line or veil cards, or even passive-aggressively clear one's throat in a notable way... story arises from the charactrers intents, both in harmony and in conflict, and in driving reasons for the GM to turn the story when the dice require it.</p><p></p><p><strong>In Re Story Now vs Story Before</strong></p><p>[USER=6696971]@Manbearcat[/USER] gave a great comparison, which mirrors my own understanding, based upon interactions with Luke, Thor, Jared, and the rest of the BW guys a decade ago in their forums, and in playing games with fellows from those forums.</p><p></p><p>Simplified: Story Now is "go after the goals you put on your sheet"</p><p>Story Before is "Find out the GM's story elements by playing the conflicts the GM puts forward."</p><p></p><p>Neither is actually tied directly to rules. I've seen (and have done myself) story now type play in games with story before identity... specifically Traveller. Both work best with rules intended for them.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8264877, member: 6779310"] While I've experienced about half a dozen such players, mostly in their 30's and 40's. (of over 300 players I've GM'd for, or more importantly, the roughly 40-50 players I've run games with core rules that include narrative declarations by players as a standard rule.) JB, EP, RM, AG, GH, RB, and BP... plus one I don't know the name of (demo at store). Of those, only one was under 30 at the time. The thing is, in those games, the designer expects the declarations to advance the player interests within the bounds of story and/or the bounds of good taste and/or prosocial ; those players didn't respect the "bounds of the story" portion (or in one of those cases, good taste, either). In Star Wars, it was easy enough to say, "Try again, that's not even close to plausible..." Less so in Sentinel Comics, STA, Dune, or MHRP, Damned near impossible in Blood & Honor. Wrong - Character Generation. Part and parcel of the Story Now approach is that conflict grows from character's goals, and the clear need for conflict to arise in pursuit of them. This is, in many ways, the DNA of the Story Now movement. No long backstories, just goals that go across rough patches and may or may not be actually solved in play, but which drive players to narrate actions which lead to moves which may or may not go as desired. Most of the people I associate with would consider Ironsworn to be a Story Now game... and right on page 4, top, it requires an iron vow which will lead you into trouble. And later iron vows as well will be conflict creators. Several Story Now games even go so far as to be GMless, thus absolutely requiring players to contribute to the complications. And Ironsworn is one of those. I'm tempted to get it to table... Really, I'll quibble and say that PBTA games generally are as much about limiting what needs mechanical focus as the framing and consequence processes. To do it, narrate doing it, and if it's not clear, the narrator [I]or another player if not in GM'd mode[/I], clears up whether it's a move or nor, and directs the fiction so that it matches the mechanical outcome. If it's not a move in that flavor, say yes and move on, or touch the X card or point to the line or veil cards, or even passive-aggressively clear one's throat in a notable way... story arises from the charactrers intents, both in harmony and in conflict, and in driving reasons for the GM to turn the story when the dice require it. [B]In Re Story Now vs Story Before[/B] [USER=6696971]@Manbearcat[/USER] gave a great comparison, which mirrors my own understanding, based upon interactions with Luke, Thor, Jared, and the rest of the BW guys a decade ago in their forums, and in playing games with fellows from those forums. Simplified: Story Now is "go after the goals you put on your sheet" Story Before is "Find out the GM's story elements by playing the conflicts the GM puts forward." Neither is actually tied directly to rules. I've seen (and have done myself) story now type play in games with story before identity... specifically Traveller. Both work best with rules intended for them. [/QUOTE]
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