Campbell
Relaxed Intensity
Story Now isn't collaborative storytelling done in the moment. The breathing heart and soul of Story Now comes from embracing what we called The Impossible Thing Before Breakfast - the conceit that it is impossible for a GM to control the story while the other players play the main characters.
Jesse Burneko's The Other Impossible Thing Before Breakfast is also instructive - That is, it is impossible for the players to control the story while the GM controls the antagonists. You simply cannot have legitimate adversity without legitimate risk.
Story Now play basically came from one particular way discussed to resolve The Impossible Thing Before Breakfast. Ron called it Bass Playing.
At heart Story Now is basically a rejection of both GM as Storyteller and the collaborative storytelling process of something like Seventh Sea Second Edition, Fate or GUMSHOE. Instead, we each take on our respective responsibilities - players play dynamic protagonists, GMs frame dynamic conflicts. We all see where it naturally leads. It's an inversion of the Dramatist play priorities in pretty much every way. Putting them in the same bucket makes no damn sense to me.
Jesse Burneko's The Other Impossible Thing Before Breakfast is also instructive - That is, it is impossible for the players to control the story while the GM controls the antagonists. You simply cannot have legitimate adversity without legitimate risk.
Story Now play basically came from one particular way discussed to resolve The Impossible Thing Before Breakfast. Ron called it Bass Playing.
M. Joseph Young said:From the outside, it may be difficult to distinguish illusionism, particpationism, and trailblazing from each other. In each case, the referee has created a story and the players are following it. The illusionist referee has locked the players into his story without telling them this. The participationist referee has their consent to locking them into his story. The trailblazer is dependent on their good faith effort to follow his clues so that his story will be told. Yet in the end, it is almost always the case that the player characters have lived the story which was prepared by the referee. The fourth approach to play, known as bass playing, is completely different from these.
Ron Edwards identified and named bass playing, with reference to the role of the bass player in a jazz or rock band. The bass player sets the beat, probably the mood, the key, and the changes in the music, but he almost never plays the melody. That's given to the other instrumentalists to provide. In the same way, the bass player referee sets up the world, the mood, perhaps the situations, but then falls into the background and allows the players to improvise, he merely supporting their efforts, bringing changes when it will work for them, and keeping it moving at an acceptable pace.
In this resolution of The Impossible Thing, the referee controls the story in the sense that he sets up the world and the situation, and so decides what the story is about and where it begins; but he does not control how it ends, or how it reaches the end, because that depends entirely on the choices made by the players expressed through their characters. In the end, the story will be as much a surprise to him as to anyone else. Bass playing is the freest and most interactive approach to play. However, it demands that the players not expect the referee to tell them what they should do. The players should do what they want to do, to make things happen that interest them. It is thus in some ways the most surprising approach and most difficult to implement. Quite a few independent game designs attempt to encourage this approach to play.
At heart Story Now is basically a rejection of both GM as Storyteller and the collaborative storytelling process of something like Seventh Sea Second Edition, Fate or GUMSHOE. Instead, we each take on our respective responsibilities - players play dynamic protagonists, GMs frame dynamic conflicts. We all see where it naturally leads. It's an inversion of the Dramatist play priorities in pretty much every way. Putting them in the same bucket makes no damn sense to me.
Last edited: