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<blockquote data-quote="pemerton" data-source="post: 5999136" data-attributes="member: 42582"><p>I think you are using "scene framing" to describe something different from me.</p><p></p><p>I'm not meaning 90s-style "story" railroads. I'm meaning the techniques associated especially with the Forge that are a reaction <em>against</em> 90s-style play - but are not about world-exploration sandboxes either.</p><p></p><p>The difference is that the 90s-style railroad has a predetermined plot. The focus isn't the scene <em>framing</em>, but the scene <em>resolution</em> - because the plot depends upon scenes resolving in a predetermined fashion.</p><p></p><p>Whereas scene-<em>framing</em> based play, as I'm thinking of it, focuses on framing a scene that will grab all the participants, but then letting resolution fall where it falls based on the participants' use of the action resolution mechanics (GM force in "the interests of story" is anathema to this sort of play). The example from my own game that I posted above is an illustration - no predetermined plot, but more-or-less spontaneous framing of scenes that picks up on the fallout of previous scenes, and keeps the focus on those matters that are of interest to me and the players, and maintains the pressure (in that particular example, loyalty to the Raven Queen is the main focus, as this is an ongoing source of tension among the PCs, even those who worship her). I think that example also shows that you can use Forge-y techniques in a game that is far more light and trite than the avant garde material the Forge is more interested in.</p><p></p><p>One obvious difference from sandbox play is that exploration of the gameworld is located within the resolution of situations, rather than between them. I often see posts where people talk about roleplaying happening <em>in between</em> encounters, especially combat encounters. The sort of approach I'm calling "scene framing" emphasises roleplaying as what happens <em>within</em> encounters - because these generate the pressure that makes the players play their PCs, and make meaningful choices about what they do.</p><p></p><p>A corollary of this is that the transition from scene to scene is handwaved or resolved quickly and lightly - because, by definition, there is little interesting happening there (if it was interesting, it would be a scene!).</p></blockquote><p></p>
[QUOTE="pemerton, post: 5999136, member: 42582"] I think you are using "scene framing" to describe something different from me. I'm not meaning 90s-style "story" railroads. I'm meaning the techniques associated especially with the Forge that are a reaction [I]against[/I] 90s-style play - but are not about world-exploration sandboxes either. The difference is that the 90s-style railroad has a predetermined plot. The focus isn't the scene [I]framing[/I], but the scene [I]resolution[/I] - because the plot depends upon scenes resolving in a predetermined fashion. Whereas scene-[I]framing[/I] based play, as I'm thinking of it, focuses on framing a scene that will grab all the participants, but then letting resolution fall where it falls based on the participants' use of the action resolution mechanics (GM force in "the interests of story" is anathema to this sort of play). The example from my own game that I posted above is an illustration - no predetermined plot, but more-or-less spontaneous framing of scenes that picks up on the fallout of previous scenes, and keeps the focus on those matters that are of interest to me and the players, and maintains the pressure (in that particular example, loyalty to the Raven Queen is the main focus, as this is an ongoing source of tension among the PCs, even those who worship her). I think that example also shows that you can use Forge-y techniques in a game that is far more light and trite than the avant garde material the Forge is more interested in. One obvious difference from sandbox play is that exploration of the gameworld is located within the resolution of situations, rather than between them. I often see posts where people talk about roleplaying happening [I]in between[/I] encounters, especially combat encounters. The sort of approach I'm calling "scene framing" emphasises roleplaying as what happens [I]within[/I] encounters - because these generate the pressure that makes the players play their PCs, and make meaningful choices about what they do. A corollary of this is that the transition from scene to scene is handwaved or resolved quickly and lightly - because, by definition, there is little interesting happening there (if it was interesting, it would be a scene!). [/QUOTE]
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