D&D General Supposing D&D is gamist, what does that mean?

I'l take either, but my emphasis is on deliberate rather than ad-hoc. Even so, if you have an example of ad-hoc play that illuminates the matter, that'd be great too.
Well, I'd only really be able to illustrate my own, and I'm not sure I could tease apart how I go about it enough to be illustrative. Since I'd characterize my own stuff as Gamist/Dramatist with a bit of Simulationist as an afterthought (mostly because I end up finding some things that are unnecessarily counterfactuals for the real world jarring--note the qualification there, however). In most cases its focusing the more Game elements on certain specific layers (combat almost always, and sometimes things like settlement management or the like; in a few campaigns where it was particularly relevant, research or investigation) but informing it by Dramatist needs (including hard-genre emulation, where you don't want the gamist elements to violate the genre too much, so you set things up so they're in agreement--I've been doing that for a very long time since I did work on an early superhero game and realized that if you didn't watch it, they'd be pulling in opposite directions). The best example I could probably give would be the design work I did on the latter, though I'm sure someone will come along to tell me that's not what I was doing if I detail it.
 

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In my view, a couple of things distinguish The Dying Earth RPG from sim.

(1) Here is Edwards on high concept simulationism: "The process of prep-play-enjoy works by putting "what you want" in, then having "what you want" come out, with the hope that the System's application doesn't change anything along the way."

The Dying Earth doesn't work in that fashion. The participants have to actually deliver "what you want" by way of their play along the way. They have to be Vancian authors.

(2) In the same essay, Edwards contrasts some behavioural parameters mechanics:

Consider the behavioral parameters of a samurai player-character in Sorcerer and in GURPS. On paper the sheets look pretty similar: bushido all over the place, honorable, blah blah. But what does this mean in terms of player decisions and events during play? I suggest that in Sorcerer (Narrativist), the expectation is that the character will encounter functional limits of his or her behavioral profile, and eventually, will necessarily break one or more of the formal tenets as an expression of who he or she "is," or suffer for failing to do so. No one knows how, or which one, or in relation to which other characters; that's what play is for. I suggest that in GURPS (Simulationist), the expectation is that the behavioral profile sets the parameters within which the character reliably acts, especially in the crunch - in other words, it formalizes the role the character will play in the upcoming events. Breaking that role in a Sorcerer-esque fashion would, in this case, constitute something very like a breach of contract.​
The complex one: Consider the behavioral parameters of a knight player-character in The Riddle of Steel and in Pendragon. This one's a little trickier for a couple of reasons, first because Pendragon has two sets of behavioral rules, and second because both games permit a character's behavioral profile to change.​
1) The Pendragon knight includes a set of paired, dichotomous Traits (e.g. Worldly / Chaste) which are scored numerically, and which change scores inversely. They are used either (a) as behavior-establishers (roll vs. Cruel to see whether you behead the churl for his rudeness) or (b) as record-keepers for player-driven behavior (you beheaded him? Check Cruel, which increases its chance to raise its score later). The Riddle of Steel knight has no equivalent system to (a); all character behavior is driven by the player. Its Spiritual Attributes, however, do rise and fall with character behavior much as Pendragon's (b).​
2) The Pendragon knight also may develop one or more Passions, which are expressed in the form of a fixed set of bonus dice for actions that support that Passion. These are established through play and may increase, although not decrease; different Passions may conflict within a single character. The Riddle of Steel's Spiritual Attributes (Drive, Destiny, Passion, Faith, Luck, and Conscience) act as bonus dice much as in Pendragon Passions but (a) may be individually eliminated and substituted with another Spiritual Attribute by the player with very little restriction, and (b) are intimately connected to the most significant character-improvement mechanic.​
I suggest that both games include the concept that personal passion is a concrete effectiveness-increase mechanic, but that Pendragon does so in a "fixed-path-upwards" fashion (when the knight's passions are involved), whereas The Riddle of Steel does so under the sole helm of the player's thematic interests of the moment. Furthermore, the latter game directly rewards the player for doing so.​
I may be a little biased about this issue, but it seems to me that a character in Narrativist play is by definition a thematic time-bomb, whereas, for a character in Simulationist play, the bomb is either absent (the GURPS samurai), present in a state of near-constant detonation (the Pendragon knight, using Passions), or its detonation is integrated into the in-game behavioral resolution system in a "tracked" fashion (the Pendragon knight, using the dichotomous traits). Therefore, when you-as-player get proactive about an emotional thematic issue, poof, you're out of Sim. Whereas enjoying the in-game system activity of a thematic issue is perfectly do-able in Sim, without that proactivity being necessary.​

In The Dying Earth, the resolution system is based on rerolls until you win or stop spending the points to power the rerolls. So the player is able to be proactive about resisting persuasion and resisting temptations. And also has a degree of control over how the pools are replenished or grown. So it is closer to (a sillier version of) the "thematic time-bomb" than either of the Pendragon approaches.

I think these are the two features that lead Edwards to consider it a narrativist RPG. I think he's right, based on both reading the text and a (small amount of) play experience. It's actually a little bit like Wuthering Heights, another game that I think Edwards is correct to characterise as narrativist, even though there is a surface-level resemblance between a Wuthering Heights PC sheet and a Pendragon one.


Character development plays no role at all in The Dying Earth RPG! The rules are clear on this. Edwards is aware of it.

All this shows it that not all narrativist RPGing is about character. Here is Edwards again:

Situation-based Premise is perhaps the easiest to manage as GM, as player-characters are well-defined and shallow, and the setting is vague although potentially quite colorful. The Premise has little to do with either in the long-term; it's localized to a given moment of conflict. Play often proceeds from one small-scale conflict to another, episodically. Good examples of games based on this idea include Prince Valiant, The Dying Earth, and InSpectres. . . .​
Situation doesn't have any particular role or importance to the Setting, either in terms of where it comes from or what happens later. The setting can be quite vague and might even just be a gray haze that characters are presumed to have travelled through in order to have encountered this new Situation.​
This type of Premise does carry some risks: (1) the possibility of a certain repetition from event to event, but probably nothing that you wouldn't find in other situation-first narrative media, which is to say serial fiction of any kind; (2) the heightened possibility of producing pastiche; and (3) the heightened possibility of shifting to Gamist play. . . .​
[A] very common misconception [is] that if enjoyable Exploration is identifiable during play, then play must be Simulationist or at least partly so. This is profoundly mistaken: if you address Premise, it's Narrativist play. Period. If the Exploration involved, no matter how intensive, hones and focuses that addressing-Premise process, then that Exploration is still Narrativist, not Simulationist.​
That's why Feng Shui and Hong Kong Action Theater are hard-core, no-ambiguity Simulationist-facilitating games including their explicit homage to specific cinematic stories, and that's why The Dying Earth facilitates Narrativist play, because its Situations are loaded with the requirement for satirical, judgmental input on the part of the players. . . .​
For a Narrativist-oriented game, the touchpoint throughout should always be, what's the Premise? I think stating it right out in front of everybody is the best way to go, or a version which is easily customized further. An alternative might be to inspire the Premise through Exploration-discussion, but it's risky - doing that usually works only for Situation-based Premise games, like The Dying Earth.​

This is also why when @Crimson Longinus says there are no sub-types of "story now"/narrativism in Edwards' model he is wrong. There is the low/high-risk dimension (The Dying Earth is low risk - Edwards correctly groups it with those games that are, "for lack of a better word, "lighter" or perhaps more whimsical - they do raise issues and may include extreme content, but play-decisions tend to be less self-revealing"). And there are character-driven, setting-driven and situation-driven approaches.

To reiterate: the difference between the latter, and simulationism, is the dependence upon actual player input of evaluation/response/judgement.
"Dependence upon actual player input of evaluation/response/judgement." Aye, Professor! My brain is hurting a bit now ;) I feel a bit relieved to not be in academia at this moment, lol.

I mean, OK, it sounds to me like, at least in RE's judgement, Dying Earth, is on the 'examining the premise' side and this characterizes it more strongly than its adherence to the elements of, and exploration of, The Dying Earth milieu itself. That would, I expect, mean that play would be feasible in terms of addressing the premise of the game, without any meaningful reference to said milieu. I take it that the reference to a 'grey void' has that intent, you could replace Vance's setting with basically nothing at all, and simply play through specific scenes and not lose anything, whereas if your object was to enjoy an exposition of Vance's setting you could not do that. OK.

I do think that there can be even trickier parsing. For example: The whimsy which is cited is a prominent feature of the source literature itself, and is enhanced by setting details (particularly the overall characterization of the setting as being in the last days of the Earth, thus robbing all events of any long-term significance). So, yes, you can construct characters who play out whimsicality (and the rules provide reasons to do so as well) but I think it might be best to say that there's still a pretty strong strain of 'setting tourism' in this particular game. In fact I'd go so far as to state that the characterization of the PCs is IN SUPPORT OF properly generating that feeling of whimsy in the experience of the setting itself. Not to really nitpick with Edwards too much, I can see his point, but just to say that its a pretty fine point and maybe not the only way to parse that. I guess we could ask the opposite question, does the setting provide the whimsical feel even if the game doesn't address its presence as an attribute of the PCs? Or am I simply not understanding Edwards' argument at all? lol.
 

Legend of the Five Rings Fifth Edition while primarily a High Concept Sim / Genre Emulation does an extremely good job of providing solid gameplay hooks around its samurai tropes that make playing to the genre good gameplay. It starts by actually making the passion versus maintaining face element of samurai fiction core to the gameplay experience through its strife and unmasking mechanics. Then it layers all the character defining mechanics on top of that.

During conflicts this brings genre and character concerns to the forefront in a way that does not make it feel like you are sabotaging group success. My experience as a player in previous editions was often one of trying to acquire expert knowledge of the setting so you never lost face which ruined much of the point of playing out a samurai drama.
 

Wait, you are saying Story Now—the closest GNS approximation of my "Values-and-Issues" game-purpose—is the second-most-common approach to D&D today?

Where is this happening? Who is playing this way? This would be huge if true.
No, I think what it may be pointing out is that "Values & Issues" seems to occupy a somewhat different ground than Story Now, and might more accurately describe a High Concept Simulation more than it does pure Story Now Narrative. He sees "Values & Issues" more in terms (I think) of simply articulated character traits of PCs and the resulting motives, being used as drivers in play. That COULD describe at least some Story Now play, but it could also fall more onto the HCS side of the fence, possibly. I think some of us have pointed out that we feel 5e is mostly an HCS game. Now, one way to think of that was in terms of addressing D&Disms as a genre. Another might be to consider how Class, alignment, and I guess BIFTs/Background might produce character motives and then play to those (possibly thematically, like if you created a campaign where the PCs are all followers of Pelor or something like that). 4e could be drifted in this way too I would say.
 

I would love to see discussion of games that deliberately weave some number of the 3–4 main modes of play, how they do it, and how well they pull it off. I know they're out there!
So I'm not at this point even try to commit to any orthodox terminology as there are so many different versions flying around and people cannot agree on many of them anyway. But I think a lot of games routinely combine things that in many of these classification schemes would be considered separate things.

Combining sim and challenge is easy, and probably automatically done in practically any simulationistic game. That the rules try to simulate reality doesn't in any way stop the players from trying to 'win' using them. Though challenge really can be combined to anything that has any reliable pattern or logic the players can engage with to achieve some perceived win or advantage. It can and is done even without any rules, as the challenge can simply be about interacting with the fictional situation in 'skilful' manner.

Like I have already made my position clear, you can combine genre and setting emulation, and evocation of moods, themes and tropes with practically everything, and practically all games do. Now as noted, certain types of genre emulations might conflict with (process) simulation, but with genres that that are more grounded to begin with this is really not a problem.

And then the story. Every RPG produces a story and in all of them the participants make decisions about the direction of said story. Some may care more about it being at least a half decent story. And even though mechanics will produce certain events without anyone's direct control, in any game there will be plenty of room to offer input to the story. Also, I don't see the system dictating some results as conflicting with the story, because by choosing a game as our creative medium in the first place, instead of merely writing a story we are in full control of, we have deliberately chosen to include this uncontrollable element, and thus presumably welcome it as important part of our creative process. And furthermore, of course any good story will have moments when the main characters', beliefs, values and dramatic needs are challenged, so the participants make sure that this will happen.

Right. So there! I feel pretty much all, at least most of this can happen in a typical roleplaying game without much noticeable conflict, with all these elements supporting each other and contributing the the enjoyable whole.
 

Well, the essay, being about AW design, doesn't really talk about SN and what sorts of agenda/principles would produce that kind of play, exactly. If you look at some of the more successful PbtAs that definitely do SN strongly, you can start to distill that out. Perhaps Vince someplace has an essay where he talks about that, though frankly the Dungeon World text does a pretty fair job in and of itself (though you may well change some of its techniques in other games for whatever reason, and their agendas may differ in part). Still, it seems FAIRLY clear to me what leads to good SN play. I agree that GMs in these games have very great narrative authority and can (and inevitably will to a degree) shape where things go. This is going to be true in other non-PbtA games where a GM scene frames as well. I mean, in our TB2 game @Manbearcat introduced feral knife-wielding children! It was a logical move, and arose through use of the TB2 system, but that particular twist reflects a point at which he's really leaning on the ouvre of the game and amping it up! He could have, for instance, simply described the condition of the infant as highly precarious and given Jasper a nasty condition (IE wounded, you cut your hand while trying to do a C-Section) and then our problem would be getting off the mountain under those conditions. Instead he's pushed things in a direction of portraying a nasty brutish world where 7 year olds try to shiv you (granted, they have their reasons).

So I don't have the time to read through the thread to get the context for the exchange as I'm about to run Stonetop, but since I got dinged, I'll fill out my cognitive workspace for anyone engaging with the thread as to why I went with the Twist bolded above.

* Procedural - The game's rules tell you to vary your Twist/Condition consequences. We had just had a Condition so I went with a Twist.

* Story Now - You guys made friends with the children prior. Jasper's Creed is about protecting the innocent (the default orientation to any child, until proven otherwise, would be "innocent"...particularly when the adults of their clan have just been slaughtered!). Jakob's Belief is about "don't always do what I'm told but I always do what is right"; I'd like to see what Jakob determines is "right" here. Awanye just lost his kid-sister (a child). How will that play into what he is beset with right now?

* Gamist - Kill conflicts are dangerous and this is a new obstacle that threatens you guys significantly. Someone might walk away from this with an Injury (the worst Condition before "Dead" and makes you very vulnerable to earning "Dead"). Someone might not walk away at all. If you guys want to spare these children, it will take some seriously skillful play.

* Relationships - How will Olga, Einar, and Helga (Friends if they can make it back alive) deal with taking part in killing children (even if forced upon them). That wasn't part of the deal!

* Genre - Yes, this is an input to or constraint on framing and consequences.
 

(including hard-genre emulation, where you don't want the gamist elements to violate the genre too much, so you set things up so they're in agreement--I've been doing that for a very long time since I did work on an early superhero game and realized that if you didn't watch it, they'd be pulling in opposite directions).

Yeah, I think I get what you mean. When I started to make my current gaming world, whilst it is rather atypical D&D world (for example by not being medieval or renaissance) I still very much designed it as a D&D world, in a sense that I chose the themes as well as material and social conditions so that typical "D&Dish" adventures make sense. And as I like low-key sim, I also tried to marry the game elements to the setting so that they actually represent things that exist in the fiction. Like many classes actually are recognised things in the setting, different types of magic have defined metaphysical sources and stuff like that.
 

So I'm not at this point even try to commit to any orthodox terminology as there are so many different versions flying around and people cannot agree on many of them anyway. But I think a lot of games routinely combine things that in many of these classification schemes would be considered separate things.

Combining sim and challenge is easy, and probably automatically done in practically any simulationistic game. That the rules try to simulate reality doesn't in any way stop the players from trying to 'win' using them. Though challenge really can be combined to anything that has any reliable pattern or logic the players can engage with to achieve some perceived win or advantage. It can and is done even without any rules, as the challenge can simply be about interacting with the fictional situation in 'skilful' manner.

The usual problem with trying to combine really high end sim and challenge in an RPG is that the sensible thing to do too often is also the dull thing. You probably almost have to cook the books so the necessary thing is also the interesting thing, and that can start to feel contrived after a while unless you've carefully set it up right out the gate.

(This, by the way, is one of the giveaways that D&D has been gamist from day one, with simulationist concerns coming in second; with the level of rewards its usually given out, unless they were playing adrenaline junkies most people would take the first big score and never get near a dungeon again if they were playing from a hard Sim perspective).

Like I have already made my position clear, you can combine genre and setting emulation, and evocation of moods, themes and tropes with practically everything, and practically all games do. Now as noted, certain types of genre emulations might conflict with (process) simulation, but with genres that that are more grounded to begin with this is really not a problem.

I wouldn't disagree. Its not that hard (though there might be some issues in execution) playing a Western in a Sim sort of way as long as you set the starting state right.

And then the story. Every RPG produces a story and in all of them the participants make decisions about the direction of said story. Some may care more about it being at least a half decent story.

Well, that is the issue there, though. "Every RPG produces story" is one of those things that's more or less tautological if you use the term "story" broadly enough, but there's a big difference in just seeing how it plays out and trying to produce a satisfying result on some grounds.

And even though mechanics will produce certain events without anyone's direct control, in any game there will be plenty of room to offer input to the story. Also, I don't see the system dictating some results as conflicting with the story, because by choosing a game as our creative medium in the first place, instead of merely writing a story we are in full control of, we have deliberately chosen to include this uncontrollable element, and thus presumably welcome it as important part of our creative process.

As I often say, however, "degree matters". Accepting some randomness is one thing; what degree you want can be a different story.
 

I do still wonder if we're being a bit too "in the box" in terms of thinking about 'C&E'. That is, "War is Dehumanizing" would be a kind of premise, which I think would qualify as a conceit in this terminology. I don't necessarily have to emulate a war to examine it. That is, presumably I have to look at the human effects of war, but it seems like a bit of an odd kind of emulation. Maybe you would classify this kind of scenario differently.
That still sounds like Emulation to me. "The human effects of war" is still about war. Sure, you aren't showing the war itself. Nineteen-Eighty-Four isn't "a war book" in the sense that no scene in it involves war or the conduct thereof, but it's absolutely "a war book" in the sense that war is an inherent part of its dystopian message. Portraying the horrors of war via the refugees, the slowly-dawning dread that the life you once lived can never truly be brought back, the bleakness at discovering that even if you went back to your hometown it's been blown off the map, etc. I don't really see how that isn't an Emulation of war tropes and concepts. It's just not one that specifically emulates battles.

If every war-genre story had to be specifically about people fighting in battles, there wouldn't be nearly as many stories about wars.

Neither does Edwards, actually. I know some people have said that, but all he ever claimed was that it produced 'incoherence' and that 'might' lead to issues. I think he's also talked about hybrid agendas and whatnot later. Remember, GNS was some essays from 20 years ago, 3e had barely been published, a LOT has been learned and a lot more said since then. I honestly have not followed a lot of that, since people here seem more interested in Forge discussions that happened way back when.
I wouldn't know either, I guarantee you that you know it better than I do. I can only go off the quotations and bits I've read, where he presents these things as pretty divergent and does not seem to be particularly positive toward "incoherent" games, hybrid or otherwise. But perhaps I have been mistaken. I still think that a thought of the form "if it's not incoherent, then it must be identical" is what compelled him to force together these two categories that I see as being...pretty obviously separate.

I'm not so sure this is an 'error' myself. Your 'Groundedness' just seems to me to be a special type of conceit. I mean, for sheer playability basically ALL RPGs (with a very few specialized exceptions) posit a 'real world like' place, with gravity, where people eat and drink, etc. While the degree of this may vary, I don't think that fact says much. If there's a specific FOCUS on "this world is really really normal" (like, say, Traveller really assumes that the action is happening in a 'real world' with just some specific technological extrapolations being made) then I would consider that to be a type of premise, and I would think it would be a conceit in your theory. Thus I'm not convinced that GNS really errs here in any meaningful way. It would assign any sort of serious attempt to deal with reality in terms of 'Simulation' generally speaking, though exactly which kind would likely depend on the approach and intent. It might also play to a kind of Gamist agenda. One might say that process simulation and gamist focus on the same element could look pretty similar. I think this actually explains how people can argue about, or use in different ways, a lot of the stuff in 3e that feels like an attempt to be 'realistic'.
You can do this. But if you do it, doesn't "Step-On-Up" become a "conceit" too? At which point you've collapsed three categories into one just because one can, with sufficient abstraction, lump most if not all the categories together and end up with a do-nothing framework. I have a dim view of such things; parsimony is certainly a cool thing to pursue in general, but not at the cost of utility.

And, again, I root much of this difference not in some airy conceptual thing, but in the way people actually do talk and behave regarding this stuff. Simulation very specifically is about reasoning out the stuff that definitely must be true, based on other things we already know, even if that has strange or unappealing consequences. "Hit points must be meat, because we restore them with spells called cure wounds" makes ZERO sense in any kind of "let's enjoy a genre or a theme," but it is effectively axiomatic if one is saying, "Alright, we start from what the game is, and figure out what must be true as a result." It's "realism" in the practical sense, taking situations as they already exist and extrapolating from them.

To portray is to depict (as in portraiture) or to represent dramatically. Groundedness explicitly doesn't care two figs about dramatic representation or the like. It is "stylized" only in the sense that literally everything humans make is "stylized" and thus "actively avoiding stylistic flourishes" is trivially "a style." Simulation has zero relationship to portrayal. Emulation is literally all about portrayal. It is the difference between providing an accurate model of what a group exploring jungle territory would experience, and portraying the tropes and drama associated with stories about jungle exploration (e.g. Tarzan, She, Heart of Darkness, Lord of the Flies, etc.) The former is extremely unlikely to resemble the latter in any meaningful way, and vice-versa.

Again: I see no problem with being able to say, "Hey, there's some interesting symmetry between 'Groundedness' as a goal and 'Conceit' as a goal; one could argue that they're both expressions of a desire to explore a concept." But "desire to explore a concept" is so abstract, it doesn't tell us anything about the things games are made to do. One might just as easily lump together G&S and S&A because they're both about strict adherence to rules, whereas V&I and C&E are about dramatic presentation. Or one might lump together S&A and V&I because they center almost completely on making difficult choices in moments of tension or crisis, while G&S and C&E are focused on setting and how it's presented. I see it as a serious error in reasoning (not just here, but in many, many other places) to go from "these to things have X important characteristic in common" to "these to things must actually be the same thing, simply manifesting in different modes." Being that reductive is not useful.

No. Remember, I'm not viewing it through GNS lens. To me your description of V&I sounds to me much more like GDS Dramatism. As I've noted before, I don't see a lot of that requiring the specific approach of Story Now.
I'm afraid I know even less about GDS than GNS. However, the specific point of "Values-and-Issues" was to capture something along the lines of "Story Now," so there's certainly some kind of conflict here (whether it's "my ideas are half-baked," "I have poorly explained myself," or "wires just got crossed" remains to be seen.)

Values are declared by players; it is the players themselves saying, "yeah, that's what matters to me, right now." Issues are, therefore, the "Situations" (as Edwards would say it) where those Values are exposed to conflict. These conflicts must be resolved, either by making the necessary effort or sacrifices to do so, or by abandoning the Value(s) in question, or complicating the situation. Story Now is, at least, one specific manifestation of this process: players declare their Values, and consequently the DM is obliged to frame Issues where those values are under threat. I was very specifically thinking of Dungeon World Bonds when I named this category (in part because my group is currently in the process of reviewing and, almost certainly, replacing Bonds with some other system, as the way my players relate to them doesn't fit with their intended use.)

Dramatism, from what I can see, is interested in telling a good story. Values-and-Issues play has no regard for that specifically. The only one of my game-purposes which is much related to that would be Conceit-and-Emulation. V&I doesn't commit to a plot, but rather to conflicts, like being committed to individual extemporaneous scenes without necessarily caring whether a play forms from the sequence generated. If one can stitch together a coherent narrative out of those scenes, that's great, and I wouldn't be surprised if that would be a subsidiary goal for V&I design. But it isn't vital to do so. By comparison, it would be poor C&E design if the Conceit being elevated-that-it-may-be-appreciated failed to produce a satisfying dramatic arc in the doing, and efforts taken to ensure that such a dramatic arc does occur, even if it requires some (metaphorical) stage magic to happen, are not only cromulent but laudable.

I'l take either, but my emphasis is on deliberate rather than ad-hoc. Even so, if you have an example of ad-hoc play that illuminates the matter, that'd be great too.
Yeah I suspected from context that's what you wanted.

I would argue that 4e when played as a "Story Now" game gets fairly close to a "full" hybrid of Gamist and "Story Now." The fundamental chassis is one of the best-made game games in TTRPGs, as seen both in how people praised it, and in how people criticized (or, in far too many cases, unjustly mocked) it. Yet on that chassis of a game where Stepping On Up was clearly a focus and Challenge was so well-articulated that it actually had encounter-building rules that reliably worked, it is quite possible to see Story Now play. The combat and skill rules, when invoked, work extremely well; and then you get back to your Quests and the like.

This is what I would call "embedding" one game-purpose inside another. In this case, 4e has a natural Score-and-Achievement kernel, which for many of its fans is plenty. But for those who like Story Now, you can embed that kernel into a larger Values-and-Issues context. The S&A aspect then takes on something approximating the function of the actual roll portion of (for example) Dungeon World moves: the moments when conflict comes to an inevitable head and one invokes the rules in order to resolve the uncertainty of the outcome.

No, I think what it may be pointing out is that "Values & Issues" seems to occupy a somewhat different ground than Story Now, and might more accurately describe a High Concept Simulation more than it does pure Story Now Narrative. He sees "Values & Issues" more in terms (I think) of simply articulated character traits of PCs and the resulting motives, being used as drivers in play. That COULD describe at least some Story Now play, but it could also fall more onto the HCS side of the fence, possibly. I think some of us have pointed out that we feel 5e is mostly an HCS game. Now, one way to think of that was in terms of addressing D&Disms as a genre. Another might be to consider how Class, alignment, and I guess BIFTs/Background might produce character motives and then play to those (possibly thematically, like if you created a campaign where the PCs are all followers of Pelor or something like that). 4e could be drifted in this way too I would say.
That's...extremely confusing, because High Concept wasn't--as I understood it--something that players could choose. "High Concept" comes direct from cinema, where the director is an auteur. That's...really really really clearly Conceit. Like...if I have failed to articulate Conceit vs Values enough such that people are confusing Values with High Concept, then I have clearly screwed up MASSIVELY. Like, I have bungled almost the entire presentation and need to start from scratch.
 

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.

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.)

<snip>

I guess I am trying to figure out the defining feature and get confused. Not getting why these specific things going together is significant.

<snip>

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.

<snip>

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.

<snip>

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.
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.
Can we have game where the player is 'authoring fiction' but that fiction is not about dramatic needs of their character? It can be about, say, being amusing, or responding to challenge or something completely else. Perhaps that Dying Earth game you and @pemerton were talking about would be like that. (Though you don't seem to think so.) Or some other form of setting-oriented Story Now that was mentioned? I guess I'd like to unpack a bit what 'player authorship with a point' entails. Can we make bad or trivial points for it to count?

But yes, I can certainly see how the dramatic needs of the characters probably is a good place to have the player authorship at for producing an intense and enjoyable game.

Actually could we unpack this 'dramatic need' a bit as well. What constitutes a dramatic need? It certainly must be pretty subjective.
I've bundled these together, as I think they are related comments/questions that I think invite an integrated response.

In the interests of some (not maximal!) brevity, I'm also going to build on my post just upthread about The Dying Earth, which includes quotes from Ron Edwards. And to get it into the same discussion-space, I'm going to post another quote here which I think I already mentioned upthread:

In Simulationist play, morality cannot be imposed by the player or, except as the representative of the imagined world, by the GM. Theme is already part of the cosmos; it's not produced by metagame decisions. Morality, when it's involved, is "how it is" in the game-world, and even its shifts occur along defined, engine-driven parameters. The GM and players buy into this framework in order to play at all.​

The essence of "story now" play, as presented by Edwards, is the participants, and in particular the players, expressing judgments. What is the subject matter of the judgements? @EzekielRaiden has used the concepts of "issue" and "value". Edwards talks about "premise", by which he means an "engaging issue or problematic feature of human existence". These are not presented as definitions in the mathematician's sense. They are attempts to use natural language to capture the difference between (say) a diagram and a painting (of the sort one might see in a gallery or museum), or a mannequin and a sculpture, or even (perhaps more subtly) a script and a performance.

A painting isn't just a visual representation of a thing - it conveys something the artist thought about the thing. A sculpture isn't just a model of a person - it convey something the sculptor thought about the person. A performance isn't just an oral presentation of a script - it conveys something that the actor(s) thought was worthwhile or interesting or challenging within or about the script.

RPGing has a certain standard form (which is why I've not responded to @clearstream's question about Thousand Year Old Vampire - I don't think we get clear accounts of play by beginning with borderline examples of the activity): at a given moment of play, some participants (most typically, one participant) is managing the setting and backstory and drawing on that to frame a situation; the rest of the participants (most typically, a single digit number greater than one: one-on-one games aren't deviant, but I don't think they're typical either) are managing characters within that situation.

All the participants create fiction: You see a doorway, the other side of it too shadowy to make anything out. I walk up to it and stick my torch through - what do I see? So we don't draw any distinction between RPGs by talking about "player authorship" or "player control over the fiction". Because that's ubiquitous.

Story now RPGing involves creating the fiction in such a way as to invite the players to manifest their own judgements or responses, in something like the way other creators/performers (painters, sculptors, actors, novelists, etc) do, by way of their RPG play at the table in the moment. At this level of description, that's it. But of course the devil is in the detail: how does one set up the activity of RPGing so as to make this happen, reliably and as a key focus of play?

This is where dramatic needs come in: that is one - character-based - recipe for achieving "story now" play as just described. The players create PCs with dramatic needs. The GM frames situations which put those dramatic needs at stake. The players declare actions to try and resolve those dramatic needs. And because there is no "morality" or evaluation or judgement built into the system as and input or constraint (hence my remarks upthread about alignment; and see Edwards contrast of Pendragon and GURPS with The Riddle of Steel) the players can't look to the system to tell them what actions to declare: they have to choose. And because the action resolution is open (see my posts upthread about that, including the one contrasting "open-ness" with a more typical notion of what would or wouldn't count as railroading) the choice matters - it can shape what comes next. And the GM is expected to respond to that choice, and how it unfolds (via the mechanics) in framing the next situation. (This is what Vincent Baker, in Apocalypse World, labels "moves snowball".)

So the player-expressed judgement is in the action declarations made in response to dramatic need.

The above is not the only way to have "story now" play, but I think it is the most common. At the level of technique, Wuthering Heights and Apocalypse World and Burning Wheel are all quite different RPGs; and TRoS is closer to BW but still different in its detail; but in the basic structure of their play I think they are all like the above. I don't know BitD very well but I think it is similar too at this level of description.

The Dying Earth is not character-driven in the same way. Characters matter - they have to, because they are the vehicle that most of the participants are using to engage in the gameplay - but as the rulebook notes, and as @AbdulAlhzared has pointed out, they are basically all the same and their "dramatic needs" don't extend beyond a list of temptations (gluttony, indolence, etc). The recipe this game uses to achieve "story now" play is to have the GM frame situations in a certain particular fashion. Here Edwards quotes from the rulebook and then comments:

When creating an adventure, dream up a bizarre rule or activity on which a community's existence depends. Figure out at least one way in which the PCs could wreak havoc on the community by disrupting the activity or subverting the rule.

Then create a reason for the PCs to do so ... [actually, the entire character creation process for this game takes care of this detail - RE]​

So the players' action declarations don't carry the same thematic weight as in (say) AW or BW. But the player is having to make decisions about how to engage with the absurd and cynical world of the Dying Earth, and is looking for - and trying to create - opportunities to pronounce their taglines. And so a type of judgement - satirical, cynical, ironic, absurdist - is being manifested by the player in play, and that's the point. It's where the "fun" is.

Edwards also characterises Prince Valiant as situation-driven narrativism, but based on my play experience I think it's a bit different from the Dying Earth. Obviously the genre is different - the situations are typically ones that invite response from knights errant - but also, because there are not personality mechanics and nor are the persuasion mechanics as strong as in The Dying Earth, players have a bit more expressive control over and investment in their PCs. And so dramatic needs loom a bit larger, within the genre confines of Arthurian romance. My group regards it as a type of Burning Wheel-lite.

Setting-based "story now" is also a different way of achieving the play goal of players expressing judgements in play. Rather than dramatic needs of individual characters, the invitation to player judgement and response is "externalised" into a setting in which there are conflicts, trajectories, relationships, etc. In his "setting dissection" essay that I linked to upthread, suggests that the core of this approach is to choose a setting that is situation rich, and then build the PCs within that setting and load them up with relationships, obligations etc that all reinforce the sense of being part of the setting. And then begin play with a trigger event that destabilises the setting in some fashion: a political vacuum, a religious upheaval, an economic collaps, etc, relying on the characters' relationships and networks within the setting, and the conflicts these engender - rather than their dramatic needs as such - to drive play. The upshot won't necessarily be characters that are transformed (as one would expect in character-driven story now play) but rather a setting that is transformed.

Edwards nominates HeroWars/Quest - Robin Laws's game, first published in 2000, and aimed at playing in Glorantha - as an example. (RQ is the original Glorantha game, but in play tends to produce either process-sim or high-concept sim play - it doesn't particularly support setting-focused story now, and while it could be drifted that way there is no real framework beyond GM decision-making to feed the setting directly into the PCs and action resolution, or to generate changes in the setting based on what the players have their PCs do. HeroWars/Quest does have a framework for both these things.) I would also nominate 4e D&D, with its default setting, as a pretty good vehicle for mechanically heavy and thematically fairly light setting-based story now. The characters are rich, but their goals and dramatic needs are "external" and linked to the setting and its cosmological conflicts. So they won't necessarily change, but they will change the setting in ways that reflect and respond to their position within it, and that can't be known in advance of play.

Having said all the above, here are some signs that play is not story now:

* The players' actions that they declare for their PCs don't change the setting in any significant way, but leave it largely untouched unchanged and/or reaffirm its status quo (a lot of FR play looks like this to me; there are various ways of doing this, including limiting PC capabilities relative to the gameworld, or the GM using deus-ex-machina techniques to ensure PC failures (or successes) don't engender dramatic change, or framing situations that simply don't matter relative to the larger setting);

* The GM established the characters' dramatic needs, via an in-media-res plot hook or via a quest-giver, with the players' focus therefore being on "how to we achieve the goal the GM has set for us" rather than on expressing judgement by acting on dramatic needs in the sort of open fashion I've described (most post-1984 module-based play looks like this, on the surface at least);

* There are a lot of social cues or signals or pressures, or there are overt directives in the rules of the game itself, that dictate answers or responses to questions of value that the fiction of the game might generate (alignment and associated notions are the poster child for this, and even when the rulebook says alignment doesn't matter its clear that their are social pressures at work at many D&D tables; and there are many non-alignment-related social pressures that can operate here too, like pressures to make choices or declare actions that will reinforce the cohesion of the party/team, that will follow up on the material the GM is presenting, etc).​

It's fairly easy to avoid these, but it does require a different orientation towards setting, prep, etc than what I typically see discussed on these boards in the context of the play of D&D or similar "mainstream" RPGs.
 

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