Right. So here you are stating the defining factor is the relationship of the person to the subject matter, either audience or the creator.
Obfuscating part is all the talk about points and dramatic needs of characters and all that. If the actual defining part is whether the player is creator of audience of the fiction, then say that. Why would it matter for this whether the created/enjoyed fiction has a point or says something about dramatic needs of the character? Why are things weirdly conflated?
All RPGing involves creating fiction. The point of "story now" RPGing is for the participants - most of whom are players - to create fiction that has a "point". Which one typically does - given how RPGs work - by creating a character with dramatic needs. (There has also been discussion, in this thread, of setting-oriented "story now" play. Although a famous game - HeroWars/Quest - exemplifies this, with Glorantha as the setting, it's the less common approach.)
That's not obfuscation, it's just setting the thing out. For reasons I don't get, you keep picking out one component of what I'm saying (eg authorship; "point"; "dramatic needs") and focusing on that while seeming to ignore the relationships that I have posited in respect of it.
To illustrate the contrast between
merely creating a fiction, and playing "story now": A player who describes their PC sitting in a pub ordering beers, or wandering around a bazaar buying things, is creating a fiction, but is not involved in "story now" play. (That sort of play I think is normally a type of high concept simulationism which strongly deprioritises situation.)
We can establish a thing (Ser Geralt is an honourable man) and then either intentionally or emergently test it in play (Ser Geralt ends up in a situation where he must choose between his honour and his other priorities (any good character has multiple priorities.))
You don't go the extra step and consider whether or not the system or setting dictate an answer to the choice. But if they don't, then what we have is "story now" RPGing. As I've already posted, there's probably some of it happening using 5e as the rulebook. I just don't see anyone on ENworld posting about it!
The idea that such things would be set in stone and never questioned or tested seems very alien to me, and I really don't think that is a typical way most people approach these things.
AD&D had rules for alignment change. But the change is dictated by the system: "internal cause is king".
What on Earth would you lead to thinking that 5e play somehow would not include situations in which characters' beliefs, values and commitments would be tested?
The issue isn't whether or not they're tested. It's whether or not an answer is dictated by system, or setting, or social contract/social pressure. See further immediately below.
pemerton said:
For instance, if the GM has already decided that the outcome of a particular action declaration will result in defeat for the PC (eg on the basis of prep), then a player who declares that action cannot be testing whether or not following a certain conviction is the only way to succeed. This rules out a whole host of fantasy-thematic-story-now RPGing; and pushes towards expedience-oriented RPGing. This is a very common refrain in the history of D&D play (see eg every thread ever that lamented the prevalence of "murder hobos").
So rail-roading? Well, let's not do that then! As for alignment, it is pretty much vestigial in 5e, and a lot of people simply ignore it. I haven't put it on character sheets at least since the third edition.
On alignment: I see many posters insisting that evil PCs become NPCs, that PCs must be heroes, etc.
On railroading: the only poster I know of besides me who regularly espouses a notion of "railroading" that includes what I mentioned is me!
For instance, if the action in question is to look at or into something, or even to ask someone, it is common practice for that to be determined by reference to GM's notes: so eg "I look in the box for such-and-such documents" will fail, if the GM prep indicates the documents are elsewhere. Or "I ride full tilt to the mountain to stop the ritual" in circumstances where the GM prep indicates that the ritual is happening in the valley.
This goes back to my post, way upthread, about keeping key moments of action resolution open. And it pushes towards different ways of using prep in framing - Vincent Baker has a good discussion in DitV, and one of the best examples I know of is the Prince Valiant scenario The Crimson Bull which I think is a masterpiece of prep-as-framing while leaving the key moment of action resolution open.
The d20 module Maiden Voyage comes close, but forces two encounters with the boat before the epic one. When I used the adventure (in Burning Wheel) it was precisely to avoid the problem that creates that I used only one such encounter.
Has this again been one of your attempts to smuggle in setting editing powers into discussion by wording things vaguely? That if the GM, and not the player, created the NPC which results Ser Geralt ending up in position in which his honour was tested it somehow doesn't count?
It's not just about who authors the NPC, although that can be relevant. It's about who establishes the status of the NPC, as ally or antagonist; about who orients the choices and projects of the PCs.
It seems fairly clear to me that most D&D play involves the GM doing those things: it's part and parcel of the idea of a plot hook.
Pulling together this point, plus the point just above about keeping action resolution open, here are two instances of play to illustrate what I am getting at.
In the rulebook for In A Wicked Age, Vincent Baker gives the example of a character (protagonist) who is a young woman, and whose best interest (=, more or less, dramatic need) is to become pregnant to a stone idol. He asks, in the voice of the rules author,
is such a thing possible? And tells use to play to find out. And by "us" he doesn't mean
players, he means
all participants. The system does not foreclose the possibility of fulfilling that dramatic need, and does not assume that the GM has some special role in either deciding that it is possible or not, and/or in deciding whether or not it happens.
There are other RPGs that can handle that sort of dramatic need in a somewhat similar fashion - in 4e it might be a skill challenge that includes Arcana or Religion; in a suitably re-flavoured Marvel Heroic RP/Cortex+ Heroic it could be about establishing, or eliminating, a Distinction (depending on how it was set up: there are often multiple ways to do something in that system); I haven't fully thought through how I would handle it in Agon, and I don't have access to my rulebook right at the moment, but I'm pretty confident it could be done.
But there are a number of RPGs which would treat this essentially as a system and/or setting issue - "internal cause is king" - perhaps with the GM's decision-making as a backup. With the possibility (or impossibility) of resolving the dramatic need determined from the get-go. The dramatic need becomes subordinated to whatever ideas informed the system or setting.
Second example: when I ran a session of Wuthering Heights, one of the PCs ended up in prison. His actions started a riot; Barry, a NPC who had been the object of the PC's (unrequited) affections, and who was now a fellow prisoner (due to the actions of the other PC having resulted in his arrest), was beaten to a pulp; the PC picked up Barry's blood-stained shirt and with that as his red flag (on the end of a prison mop) led the rioting mob out of the prison. Wuthering Heights made this easy to frame and resolve (we used the rules for warfare to resolve the riot). A lot of RPGs, though, would turn this into a technical exercise in task resolution (Persuasion, Oratory, etc) and/or would need the GM to do a lot of management of fiction and pacing to find out what happens to the PC, whether he can avoid/escape/defeat the guards, etc. Instead of the dramatic need being at the forefront, "internal cause is king" and the focus of action declaration and resolution becomes engagement with (i) a pre-authored setting that is being narrated to the players by the GM, and/or (ii) the GM's conception of how things should go.
As I've posted - and on this I have a modest history of being less sceptical of the possibility than
@Ovinomancer - I think 5e could be used to play a more-or-less vanilla narrativist game, much as I did with AD&D 35 or so years ago. It's not the ideal vehicle, but if the appropriate principles and expectations are adopted the endeavour needn't be a total failure. But as I've also posted, if this sort of play is happening in 5e I'm not seeing evidence of it from ENworld posters.