Framing backstory establishes factors which draw a scene that addresses player concerns and 'gets to the action'.
Yes.
Well, there are a couple of things to point out here. First it REALLY depends on the agenda of the players. Secondly the bribeability of the guards appears to be SECRET. Think of a wall in a dungeon, you can see it, you can touch it, you know all about what it is. The wall cuts off motion in a certain direction in the dungeon, and the unbribeable guard cuts off certain actions too, but without telegraphing that to the players. This may or may not be an issue depending on the first point, agenda.
A wall in a dungeon can be illusory or can contain a secret door or may have a message carved into the stone. It may do much more than simply block the PCs' progress. The only way to know is for the PCs to interact with the wall.
Same with the guards. Why would the bribeability of the guards be broadcast to the players, but a secret door would not? I don't see the distinction here within the context of your analogy.
Now, having said that, I would almost never have totally unbribeable guards in a game, unless there was some really compelling reason for it (I mentioned earlier that Modron guards on Mechanus would definitely fit this description). Especially if the players want an intrigue-laden, caper type campaign along the lines of the Gentlemen Bastards series.
But let's say there is some compelling reason for bribery not to work. Modrons, per my example above, or magically compelled guards, or whatever the case may be. Why offer this information? Why not make the players work for it in some way? The players can find themselves in a situation where their normal solution won't work. Can't that be an interesting scene that goes where the action is?
I don't think I see the fear of keeping secrets from the players that seems to be a major concern. Yes, I get that such secrets can be used poorly by the GM. But I also think they can be interesting complications to the players' plans, and what courses of actions are available to the characters.
Pemerton would likely dismiss this as not being interested in this kind of "puzzle solving" but I don't really see it that way. So I'd like your take on it, if you care to share.
I think you need to understand Story Now more deeply. The scene is framed IN RESPECT TO THE PLAYER'S AGENDA, so if the players decide that they wish to engage in bribery and other kinds of skullduggery then unbribeable guards may well be an infringement on their agenda and it simply wouldn't be established as such in a Story Now player-centered game, doing so would be a mistake. Guards would be established, probably, in order to present a CHALLENGE to the characters such that the players must address the questions at hand, which is "we're shady guys who bribe people" (or maybe not, maybe your character is a Paladin and the question is about sticking to your principles regardless of the cost and NOT bribing the guards, then the GM might frame a SOLICITATION of a bribe). Notice how pre-established backstory would work against this kind of agenda. It might be fine to call the guards 'unbribeable' if this suites the framing and leads to the right conflict, but you won't know until you get there. This is why its Story Now. Walls and guards and such ONLY APPEAR when they serve the agenda of the game, and then they have the characteristics that are requisite of them (otherwise they might simply appear as simple props).
So if I pre-establish in my GM notes that the guards may be open to bribery, but it will depend on the results of the PC's check, then how is this different from Story Now? I mean in the result at the table and the impact on the players' agency in this instance?
Player agency probably always IS limited by framing. This is the PURPOSE of framing. Without any limits there's no challenge to overcome, no conflict, no tension, no stakes, nothing. Nobody is arguing that there are no limits on player agency (at least with respect to what the characters can do, in a group-authored game the player might not ACTUALLY be limited formally except by the need to cooperate with the other players to make a good game). What is argued is that the game should always address the player's AGENDA.
If a player wishes to have a character who's concept is "My father always said I wasn't good enough, so I'm going to rule the world in order to prove him wrong!" then the focus of things which that player does with that character, his character's narrative, is going to be about that need, that drive, the consequences of it, the nature of it, how it impacts and shapes his character, the world, etc. Maybe he spends his time working towards world domination and the challenges are the obvious obstacles to that. Maybe some of it, or most of it even, is about the moral cost of such an undertaking. How much does he have to compromise himself as a human being in order to achieve his goal? It might be about the ultimate hollowness of such an achievement and his growth and realization that it is empty and won't make him happy. There's plenty of possibilities even within a fairly narrow character definition. How this character interacts with the other characters, the nature of the milieu, etc. may all influence exactly what ends up being addressed. Standard Narrativist concepts just imply that it WILL be the central focus of that character's narrative.
This was my point. I see Framing as limiting agency to an extent. It puts a choice to the players and is compelling enough that it must be addressed. So their choices of what to do are now limited to what is possible to address the situation before them. The fact is that the player is accepting of the limits placed on his agency. And I don't have a problem with this....this is fine. But it's interesting that you agree with me, but Pemerton does not.
My point being that Framing acts as a limit on player agency. It says "here is the situation...what do you do?" and in any situation, there are a limited number of actions.
For some, probably [MENTION=29398]Lanefan[/MENTION], forcing such a situation on the players is likely seen as a limit on agency. A game like that would likely begin with "what do you do?" and then determine the action in response to the players actions and the results thereof.
I'm not advocating for either approach....I think I utilize both, but I tend to always have the players' interests in mind. But I think as you hint at above, a GM can take a LOT of leeway with what the player has offered as their interests in the game. The character who wants to prove his father wrong? You provided several different takes on it, and we ca come up with more, many of which would likely be very different from one another.
Again, limitations aren't really the issue. The issue is what is the agenda of the game? When [MENTION=42582]pemerton[/MENTION] talks about "moves which reveal the GM's secret backstory" what that really says is "the GM introduces elements of the story that address the GM's agenda." This is, in Story Now terms, simply definitional, as the player's agenda is established dynamically by engaging with the framing of the scenes, character backstory, etc. When the GM dictates backstory for purposes that are other than player agenda, that reduces player agency over the narrative, because it addresses GM agency over the narrative and thus GM agenda. Maybe the two are in harmony sometimes and the player and the GM both get what they want out of the scene. I think this usually happens to some degree in all but dysfunctional cases. The point is, frames always create limitations, but in a player-centered game the players are the center and the limitations are there to further their agenda.
I think I agree with most of this. I don't necessarily think that the GM should have no agenda at all, nor that a story now game is entirely free of such, but other than that, I think the rest makes perfect sense. The players are accepting of the limits placed on their agency, because they know it will drive the game in a way that they've expressed interest.
I don't know if I see it as all that different in that basic way from a sandbox style game where the GM has pre-determined all the nearby areas and the threats and challenges they contain, as long as the players have expressed interest in this style. In that sense, they're accepting of the limits that are being placed on their agency because they know the game that will result is one in which they're likely to be interested.
Again, I think so much of this goes back to the player and GM's expectations, and what the style or methods being used will bring to the game