FrogReaver
The most respectful and polite poster ever
In BitD the player doesn’t unilaterallly set the stakes. That’s kind of my whole point.You say you've played BitD - its rulebook tells you one answer.
In BitD the player doesn’t unilaterallly set the stakes. That’s kind of my whole point.You say you've played BitD - its rulebook tells you one answer.
We had an example not too far upthread:
In this case, it was not "boring" or "easy mode", but "realism":
No. The events of play are not assemblages of anything, any more than any other story is an assemblage of elements.All of them are assemblages of exactly the sort I described.
I don't really need to read more on post-classical narratology. I'm a professional philosopher. I have published work on philosophy of language. I also know what supervenience is: I don't work in philosophy of mind, but I've got a fairly good grasp of where the field was up to about 30 years ago, when supervenience and functionalist models of the mind were all the rage.However, it's not important to me that you understand this. You asked, I answered. Read more on post-classical narratology. I'm morally certain there are folk who are better at explaining these concepts than I am.
Without meaning to be rude, I'm not sure that you know what supervenience means when used in a philosophical context.There are vastly many stories that supervene on Burning Wheel, once you take into account too the signifiers each player contributes to the set in play at their table.
I don't really know what this means. But I note that, if it is true, it is as true of the reader of "ordinary" literature as or ergodic literature.story exists not just in the rendering of what happens, but in how the rendering is experienced by readers. Hence the reader's traversal in my description.
Note that everything innerdude stated about stake setting is inimical to what I want from a role-playing game. There is a strand of Narrativist play born from those ideas and it’s usually this strand that people point to when they talk about a writers room approach and so on.It really is the player haggling with the GM about stoybeats, rather than the character haggling with the duke about a deal. The former pair can agree that the duke's daughter will not be killed by unknown third party before the meeting, the latter cannot.
Well, we are Shadows, so it is mostly some sort of robbery or property related heists. Though recently we bit of a gang far effectively forced on us. Some of the "robberies" also were not primarily about property but framing a rival gang for a thing.Okay, so the players pick the scores. Sometimes something may become more pressing than other concerns, and so it gets priority. That sounds pretty standard.
What kind of scores are you choosing and why? Can you give an example?
No not really. It is about trying to remember what the confusing skills are actually supposed to do. Then you use the best of which you can justify. Also, as there is a lot of "can used for this, but X might be better" which I think is instruction of the GM that using suboptimal skill might have a weaker effect or something. So then we agonise is it better to use one "which might be better" even if you have worse trait in it. It doesn't increase agency, it just makes choosing a skill unnecessarily complicated. I also don't know what is supposed to happen if the player chooses to use completely inappropriate skill. I don't think that should fly, so it is probably prevented somehow.The actions intentionally overlap to give some leeway. I find there's little agonizing over it if you follow the principles of play. It takes some getting used to, but it's not like there aren't similar things in D&D and other games.
Do you think this gives the players some freedom to interpret the fiction and decide what they can do? More so when compared to a system where the GM declares what skill or action pertains?
Friends and rivals do pop up, and allied and rival factions affect things. We recently killed a rival of one PC and a rival of another has been involved in quite a bit of stuff and the PC is plotting their downfall. Though I don't think rivals of all the characters have yet been involved. Mine hasn't. But I don't think this is anything unusual for this game. We've dealt with rivals and friends of the characters in my D&D too. It is true that in the Blades the same NPCs and factions keep popping up more, but I think that is mainly due the setup being confined to one city, rather than wandering all over the continent and often exploring new places like the character in my D&D game do.I think that "just common crap related to being a criminal" hints that the GM isn't incorporating all these elements the way that he could.
How often do your friends/rivals come up? What about the factions that you selected at the start of play that are allied with your crew, or enemies of your crew? What about your contact? Do you have a web of NPCs about whom you care at all?
Note that everything innerdude stated about stake setting is inimical to what I want from a role-playing game. There is a strand of Narrativist play born from those ideas and it’s usually this strand that people point to when they talk about a writers room approach and so on.
I’ll illustrate the way I’d do it, although the example is going to be a little contrived. Also note there’s lot of superficial similarities. Assume we’re playing Sorcerer and I’m the GM.
Player: I want to meet the Princess alone, would it be a faux pas to ask the King for that as my reward for wining the duel?
Me: I don’t know about alone, alone. You could ask for a date or whatever the mediaeval equivalent is called. Maybe a walk in the gardens and there would be a chaperone walking a distance behind you.
Player: Fine. So let’s see if I win this duel.
We roll and the player wins. He approaches the King.
Me as the King: My noble knight, what is thy reward?
Player: My Lord, I ask merely for a date with your daughter, a walk in the gardens mayhap.
I think about the Kings priorities. Maybe I’ve established him (off-screen) as being really status obsessed.
Me as the King: I admire your ardore good knight but it takes more than winning a tournament to court a princess. Maybe perform such deeds as make you worthy of being a lord and thence ask again. (and the court as a whole chuckles)
Player: Ah, my lord, I was dependant upon your beneficent. It was foolish of me.
Me: Wait, that’s really going to make the king angry with you.
Player: Yeah but I’m showing him up in front of the court, kind of forcing his hand.
Me: (I think about the Kings priorities.) Yeah that makes sense. So it’s a conflict then. Will your words embarrasses the king enough for him to relent or is he going to hold fast. Also if you fail, things will go badly for you. And either way you’ve made an enemy of him.
Player: I’m ok with that.
We roll and the player wins.
Me: There’s a shocked gasp from the court and the King turns red. He says in a strained tone. ‘well never let it be said that I am not beneficent, you shall have your walk in the gardens’
Me: look at my prep and see that this night is the night I’ve written down that the assassin murders the princess.
Me: so next day as you’re preparing for your garden stroll. There’s a scream. The princess has been murdered in the night.
First, don't conflate ergodic literature with ludonarrative. If you understand ludonarrative to be applicable only to railroads, then I haven't explained it well enough and you haven't grasped what I have said with the meaning intended.No. The events of play are not assemblages of anything, any more than any other story is an assemblage of elements.
I don't really need to read more on post-classical narratology. I'm a professional philosopher. I have published work on philosophy of language. I also know what supervenience is: I don't work in philosophy of mind, but I've got a fairly good grasp of where the field was up to about 30 years ago, when supervenience and functionalist models of the mind were all the rage.
As I posted, the first example of ergodic literature I thought of was a Choose Your Own Adventure, and lo and behold there it is on the Wikipedia page. I understand what the concept is.
But the concepts of ludonarrative and ergodic literature are applicable only to railroads - eg CYOA, video games, perhaps the DL modules. It's also plausible to say, in these cases, that the story supervenes on the assemblages, in that the assemblages might change - eg a new image is incorporated into the video game, or a new pathway is incorporated into the CYOA, but the story doesn't change.
The bolded part is mistaken. If the assemblage changes the story changes, and one must include the player in the ludonarrative assemblage (just I suppose as one must include actors in a play.) Realising they needed to be included inspired and enabled "narrativism". This meets the no A change without a B change requirement of supervenience. (And also happens to be one reason why I'm sceptical of the same game being played by differing cohorts.)There is no supervenience on assemblages in the case of non-railroad RPGing. The story of Aedhros hoping to find a helpful necromancer to save the dying Alicia, and him instead seeing Thoth step out from his secret workshop exit onto the docks, doesn't supervene on any assemblages. It was created, by a joint effort, by my friend and me, prompted by a mixture of prior fiction, Circles check results, and our own wild imaginations.
Without meaning to be rude, I'm not sure that you know what supervenience means when used in a philosophical context.
To say that A supervenes on B means that there can be no change in A without a change in B; but that the reverse does not hold, that is, that (certain) changes in B may occur without a change in A. The concept is used most often to explain physicalist but non-identity accounts of the dependence of the mental on the physical: that is, the claim is that there can be no change in mental states without a change in physical states, but that multiple different physical states can instantiate the same mental state. The claim is normally associated with functional accounts of the mind, because the same functional state (A) can be instantiated by different physical states (B).
To say that a story supervenes on certain assemblages means to say that the assemblages determine the story, but that the assemblages might change and yet determine the same story. Above, I gave a simple example of how this might occur.
Again, you're excluding players from the assemblage. Remember they are author and audience. They're part of the play. Their interactions are rendered for other players, and so in return. Concluding, it seems I haven't been at all clear that players are part of the assemblage (ironic, given we've just spent hundreds of posts talking about whether and how they must be).Stories that are created when playing Burning Wheel don't supervene on any assemblages. They are created by the RPGers, using the rules of Burning Wheel together with certain fiction inspired by or derived from Burning Wheel.
I've watched that video. I don't recall Edwards saying that his account was "moronic". Can you tell me where he says that?You have seen or linked the video of the interview yourself, either earlier here or in another thread.
No. Stakes doesn't refer to any character's motives or desire. It refers to a possible event (a change, an acquisition, etc) that bears upon - as either tending to contradict or to satisfy - some characters' motives or desires. Eg the hardholder doesn't want the holding to collapse, but there is some threat that has a tendency, desire or inclination to undermine the holding. What is at stake is Will the holding be undermined?Is it right that you want to reserve the word for the motives or desires of player characters?
I think spectrums are vastly over-used as tools of analysis.This seems to place player driven play in most RPG contexts on a spectrum. That is anything short of all key moments being decided by the GM in advance and unilaterally contains at least some player driven play.