AnotherGuy
Hero
Thanks for these examples! I take a certificate in your valiant games is a meta-resource for that system.Right. I've talked about my techniques. They're not identical in every RPG, because the RPGs I play are different. Talking about just 3 of them:
*BW uses frame scenes based on player-determined PC priorities, intent-and-task and say 'yes' if nothing is at stake (as per the previous two principles) or otherwise roll the dice.*TB2e differs from BW in multiple ways, but one of the most salient here is that it also uses random events tables to introduce new scenes and scene elements.*Prince Valiant differs from BW in that it doesn't call for express player-determined PC priorities; rather the scenes/situations are constructed on the basis that they will prompt knights errant into some sort of action.
But while recognising those differences, some things are the same. I will decide where NPCs are, and when they do their thing, based on framing concerns. So, for instance, in the example I posted upthread of the PCs in Prince Valiant meeting an abbot being accosted by bandits, I wasn't tracking the abbot and the bandits on any sort of map or time chart: I just narrated the scene.
The passage of time and distance in (my group's version of) Dark Ages Britain is not so precise that it makes on sense that such an encounter should occur.
And resolution is always by applying the rules. This is important, because in all 3 of these RPGs it is failed rolls by players that are one important prompt for the introduction of new complications into scenes, or the framing of new scenes, that make the game "go". Compared to other approaches that I have read about or experienced, this reduces the "GM guidance" aspect of how play unfolds: there is less of the GM just narrating, and saying "yes" to stuff that the GM thinks is easy or low stakes, and then narrating some more; and there is more of a focus on the PC's orientation to the current situation, and wanting something out of it.
This is also helped by relatively clean/simple resolution and consequence mechanics. For example, consider these from Prince Valiant (a couple of snippets of what I posted upthread):
The first paragraph here shows how the in-fiction circumstance of being hungry due to bad luck hunting can easily be resolved and expressed in mechanical terms: roll Hunting against an appropriate obstacle, and if it fails take a -1 to Brawn until you eat properly. There is no need for complex systems of tracking days and rations and the like; the focus of play does not get shifted to wargame-esque logistics and resource management. The focus is on the characters and their growling stomachs.
The second paragraph shows how prior events (including in this case the snipped account of how the PCs helped the abbot over the outlaws) can easily be brought home through crisp framing. There is no need to track details of the PCs' movement on a map: we know that they're travelling to Castle Hill; the map (we are using the map on the inside cover of Pendragon 5.2) shows that that is a bit of a way; undoubtedly there are villages en route, and the PCs will be riding through them; and the framing here brings one of those villages to life.
Again, the focus is not on the logistics or management of the journey, but on a vivid situation that reflects what has gone before. The peasants are revolting! The failed Oratory roll could have been ugly, but Sir Gerren's play has his certificate, and chose to cash it in.
Relating this to what I posted above about there being no "finish line" - because there is no "adventure" here, and no GM-determined trajectory, the player doesn't need to worry that he is "wasting" his resource at the wrong time. This situation is just as salient, just as important, as any that has preceded it and any that might follow. And instead of ending in bloodshed (had the PCs fought and won) or robbery and ransom (the likely outcome of the peasants winning a fight), it ended with the knights and peasants in a type of (feudally-mediated) solidarity.
The techniques I used in these episodes - clear and deliberate framing, following the players' leads, applying the action resolution mechanics - all combined to produce (if I do say so myself!) a vivid sense of the setting, the people, the social relationships (knights, abbots, peasants, outlaws) and the deeds of the PC knights. And that's deliberate - that it what I was aiming for, and within the limits of amateur hobbyism I was satisfied that it was achieved.
The 5e DMG lists 2 approaches on page 106 for bringing wilderness to life.
Travel-Montage approach - where the destination is more important than the journey and they provide techniques which attempt to do so; and the
Hour-by-Hour approach - where the journey deserves as much time and attention as the journey.
The D&D system leaves much up to the DM to adjudicate which to use. Similarly one can decide how to run downtime activities in a city:
Day-by-day where PCs declare their course of action/s for the day, a DM could roll for random city encounters and have those roleplayed out...etc; or
Use the downtime activities as provided in the DMG.
This is very different to your Prince Valiant and thus your comment about clear and deliberate framing is apt.
As I understand it a Living World does not use such deliberate framing which process can move the story fairly rapidly but while still producing as you say a vivid sense of the setting.
Generally resources and logistics matter in a Living World, and thus the days of poor hunt are accounted for as well as the travel through the various villages and roleplaying through the encounters such a system would produce.
One of the differences as I see it is where you use deliberate framing following the fiction established (you've called it players' leads), a Living World GM may either rely on the system by using RE tables or run deliberate encounters.
Whether those deliberate encounters were players' leads or not would depend on the encounter.
In any event the encounters would be plausible and internally consistent with the setting, just as your deliberate framing was.