Crimson Longinus
Legend
Could you please elaborate on this? I think it might be illuminating. My problem with getting story now is that it seems weirdly arbitrarily limited about it's subject matter, but this indicates that it is not necessarily the case.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.)
Also, are you talking about that other Glorantha system that is not the old percentile one? Called Hero Quest..? Or something... (Not to be confused with the old boardgame.) I have played it. (Can't say I'm a fan, though mostly due the mechanics being convoluted on technical level.)
(Also, the pedigree and naming of various Glorantha games is confusing.)
I guess I am trying to figure out the defining feature and get confused. Not getting why these specific things going together is significant.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.

You don't think "Will Ser Geralt buy a scarf" is a dramatic need?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.)

Ok. Good. It of course absolutely happens. I'd argue that it at least in small degree happens in most games, even though the dramatic needs being tested might not be very clearly articulated, but part of the general mental image of the character that the player has.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!
Alignment is silly and should be ignored but the notion of course is broader than that.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.
On alignment: I see many posters insisting that evil PCs become NPCs, that PCs must be heroes, etc.
In practice, any gaming table probably has some limits. It may be an actual agreed upon premise or it might simply be that the participants find certain things distasteful ands don't want to explore them in the game. This in may limit the scope of answers the dramatic needs can have, but this is not the same than having a predetermined answer.
Ah, I see what you mean. No, wouldn't consider that railroading. But yes, this actually is similar to the previous point. It is typical that games have some things that are predetermined, and some which are determined in play. Different games may have different ratios of these things and categorise them based on differing principles. You have a good example of this later on.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.
I'm not exactly sure what you mean by 'plot hook' here and what you mean by GM deciding whether someone is an ally or antagonist etc. For example I decide what sort of people the NPCs are and what their motivations are etc. But I don't predetermine whether they're allies or antagonists, that is determined by their interaction with the PCs during the play. Sure, in some times it is pretty clear what sort of outcome is likely, but surprises are not uncommon. However, I assume you mean more extensive player input than this.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.
Yep. Like I said earlier, different games may categorise open and answered questions differently. It might be that one game there is a set answer to the question of the Stone Idol's virility but not to the honourableness of Ser Geralt. In some other both could be open. And that's fine, these are not all or nothing things.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.