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You're doing what? Surprising the DM

Celebrim said:
That's pretty much the size of it. It wouldn't take pulling that many times before I'd politely indicate that, unfortunately, real world commitments of some sort prevent me from continuing with the campaign. If "spend more time with family" can be a good cover story for cabinet members, I figure it can work for bored players as well. But tell me, what do you enjoy? How do you make the sort of table social contract you are describing here work?

Well, for one, the entire group is comprised of DM's and has been for years, so, we're all pretty comfortable being able to straddle the screen so to speak.

So, the DM frames the scenario - we'll keep beating the horse of crossing the desert. The players, if they want to engage in that scene, then begin filling in details - how do they do it, like you said, buying camels and making a caravan, whatever. OTOH, if one of the players just isn't really feeling the love, generally speaking, that player is going to do something to shortcut that scene in some way to get to the next scene - thus the giant centipede.

The DM simply accepts that shortcut and moves on to the next scene. Now, if "exploring the desert" was the scenario, then generally speaking, we won't completely shortcut an entire adventure. That's just being an ass. So, we engage in the scenario, maybe skipping over the day to day travel bits, it would depend too much on the situation for me to make any really broad statements here.

However, since I feel, and I think the group agrees, that nothing in the game world actually exists until such time as the PC's engage with it in some way, skipping over the desert would not bother me in the slightest. There are no details being "missed" since those details don't actually exist because the players have skipped them. They might come back later in a different form, or they might go away entirely. I simply don't care.

Celebrim said:
This usage of 'reframing power' is getting so vague I'm not even sure what anyone means by it. It's scene framing as I've ever understood the term to say something like, "I put on my ring of feather fall." How the heck do you consider that scene reframing?

I would say that any time the players (or the DM for that matter) changes the parameters of the situation significantly enough that the scenerio is now very different, that's scene reframing. At least, that's how I've always understood the term. So, yes, I do consider Greenfield's example to be the players reframing the scene. The original scene was a dangerous climb down the cliff, possibly falling, roping together, using various skills, maybe even an attack by some flying critter half way down. The reframed scene is a 30 second narration by the players of what amounts to essentially an elevator ride.

How do you mean reframing?
 

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Now, Celebrim, you stop that because I find myself agreeing with you far too much. :D

However, just to balance things out:

Celebrim said:
As much as I hate offering outcomes rather than propositions to a DM, that is a mortal sin in a DM. Once you set the scene, you never rebalance it against the player. The scene never evolves to cope with their actions. That's one of the biggest problems with improvisation. It's almost impossible for an improv DM to play fair when everything is evolving as a result of a player's actions.

This should carry the caveat that this is your experience and not necessarily a truth. I'm thinking that there are a number of improvisational DM's out there that might disagree with your characterization.
 

First of all, that's of course a statement you can make about your game. You are however in no position to make that statement about anyone else's game.
But I believe that [MENTION=22779]Hussar[/MENTION] is in a position to make it about his game - whether by summoning a giant centipede, or in some more overt fasion!
 

So, the DM frames the scenario - we'll keep beating the horse of crossing the desert. The players, if they want to engage in that scene, then begin filling in details - how do they do it, like you said, buying camels and making a caravan, whatever. OTOH, if one of the players just isn't really feeling the love, generally speaking, that player is going to do something to shortcut that scene in some way to get to the next scene - thus the giant centipede.

That's just so vague I have no clue what you are talking about.

The DM simply accepts that shortcut and moves on to the next scene.

How do you recognize these short cuts? How does a player mark that he wants the scene reframed? Is there ever negotiation on that point? How would the DM counter-offer? How would a player go about counter offering? How does the table resolve issues like a feeling that one player is grabbing too much spotlight?

However, since I feel, and I think the group agrees, that nothing in the game world actually exists until such time as the PC's engage with it in some way...

That's just a MASSIVE difference. Talk about validating Celebrim's Second Law. I have the exact opposite stance. Everything in the game world exists independently of the PC's or thier actions. It's there. Even if I haven't previously written it down, if you ask me to think about it I can churn out a detailed description of just about anything.

How do you mean reframing?

Ok, so first let's define 'scene framing'. Scene framing is what the story teller does when he describes what the characters are currently seeing and experiencing to the players so that they can share in the imagined space. It's when you give the actors there scene. "Ok, you've just remet after not seeing each other for a long time. You are in a city called Amalteen, which is an important port town and you having breakfast on the patio of this tavern which is right on the harbor."

Now the players can start interparty role play based on this scene. Or they can query for more information about the scene like, "What's for breakfast?" To which I can respond, "It's late winter and so fresh food is pretty scarce. Most people are having cold curds, toast with butter, and salted fish. Some people have oranges, probably imported in from Irendi, a nation to the south Amalteen is allied with." Or they can start to interact with the environment based on the information, "I'd like to throw some bits of toast to the sea gulls." Ect.

To make it even more concrete, this is how I scene framed the entire campaign:

"It’s is the third hour of the day on the 12th day of the second month. The morning sun shines thin but clear in the chilly winter air. In the harbor district of Amalteen the life of the city is fully underway. It is Wallsday, and many skilled craftsman have shuttered their shops, but the commerce of the harbor continues unabated. Shouting above the barking dogs and screeching sea gulls, the fish mongers hawk their wares. Several ships have come into port on the morning tide. The stevedores turn capstans to power the cargo cranes while singing out there work songs. A wrinkled and grey headed hill giant sings loudly and off key as he works along side. All this is occasionally drowned out by the bellowing of mastodons dragging their carts and sleds. On one of the quays, a particularly vicious looking crew of buccaneers is beginning to disembark. Goblins, Orine, and tattooed humans from barbarian lands spill out on to the dock, drawing wary looks from the well-dressed merchants there to receive cargo and news from foreign lands. It takes no skilled observer to see that the ship is in the service of the Queen of Irendi, as all the officers are tall, red-headed, and green eyed concheer, some of which may have noble titles to go along with their true names in their homeland. One particular barbarian, a particularly tall and ruddy skinned mokoeen stands out from the rest, as even his fellow crewmates seem to fear him and give him a slight berth as he stands at the base of the gangplank taking in the city."

So that's 'scene framing' and it should be pretty darn clear that in your average D&D campaign, players never talk like that or read prepared descriptions like that. But equally it should be a very familiar technique, because every time you walk into a 30'x20' room the DM has to tell you its dimensions and what it looks like and whether there is a jabberwocky about to eat you. D&D tends to rely mostly on continious scene framing without explicitly doing it except at the beginning of adventures or sessions, but sometimes you have more explicit scene framing in long journey's when encounters are or interesting locations are infrequent.

So, what is scene reframing? Well, it's not for example starting a fight in a tavern. It's not conjuring a few fiends from the lower planes and siccing them on the commoners walking along the port. It's not deciding to teleport away, though that will probably immediately lead to the need for new scene framing. To propose that any of the players actions caused scene reframing would be to suppose that there was some fixed purpose to the scene, and that by changing the purpose you've changed the scenes. But purposes and goals are entirely the domain of players. As a DM I'm not wedded to any particular outcome of the scene. Whatever the actors decide to do with the scene is there business. Hopefully its entertaining. But it can't really change the scene. Now, an actor could say in effect, "I want to walk off stage left and see what's there.", and now I need to frame a new scene. But again, the act of declaring your intention to walk from here to there is separate and distinct from the game master now narrating what there is like. The intention to walk from here to there is merely a proposition. The narration of what you find is the scene frame.

So back to scene reframing. Scene reframing is when you renarrate the scene in responce to new important information presenting itself. No, again in D&D, scene framing tends to be continious. Players may occasionally get into an intraparty mode where they just go with each others flow for a long period, but some groups never do that and most groups stick to the party caller/DM responce model of play described in the 1e DMG as default. So scenes tend to subtly be reframed over time without any real need to mark this or have special terminology for it in my opinion. If you were going to call it something from cinema, I'd call it a 'tracking shot'. The camera moves continiously with the PC's. But sometimes in D&D you really do have a big scene refrain. Here's how I reframed the current campaign about 15 minutes into the first sesson of the game (skipping over some smaller but important reframing that actually occured in the session for dramatic effect):

"Gangplanks start falling off the anchored ships and clattering onto the piers. Small boats suddenly disappear from the edge of the quays. Several of the big tall-masted sailing vessels mysteriously start to slowly keel over, there masts and rigging tracing a deceptively slow arc through the air like falling trees. Sailors begin to panic, some jumping off of their ships and a few lashing themselves to the desks with ropes. The stevedores have ceased their labor, leaving behind primarily the sound of agitated sea gulls. Much of the crowd is now frozen, staring out to see and pointing, though a few have oddly started jumping over the sea wall."

Something important is happening. The scene has changed from a normal pleasant though not quite tranquil morning in Amalteen harbor, to something more mysterious and ominous. Now imagine for a second you are a player in a typical game, and you just decide to say to the group the above scene reframing peice. The other players would look at you like you are crazy. The DM would be like, "What? Wait a minute?" Heck, I reframed that scene and my PLAYERS were like, "What?". My players went into shock. Imagine if a player took on that narrative authority. How would you adjudicate a player doing scene reframing like that? You've claimed that players have that inherent authority to scene frame, and I'm struggling to grasp how that works.

So there is to my mind a really big difference between a player saying, "I conjure a giant centipede.", which is a proposition, and a player saying, "Ok, I conjure a giant centipede. It has a 40' climb speed and can climb over any obstacle so we can just go in a straight line and I can forced march it until it dies. I figure thats about 60 miles a day, so in three days we get to the Witch Kings tomb on the other side of the desert." The second is the classic outcome as proposition gambit by a player, and the novice DM falls into its trap by taking it on its own terms and trying to argue with the rules interpretation. The skilled power gamer smiles and argues and argues until he gets a satisfactory rules explanation, and then the DM realizes he's just agreed to reframe the scene to the Lich King's tomb and he's wondering what just went wrong. What went wrong is that everything that the player said after, "I conjure a giant centipede" was not only irrelevant but broke the social contract. Players get to offer propositions. They don't get to offer outcomes or scene reframing.

I would say that any time the players (or the DM for that matter) changes the parameters of the situation significantly enough that the scenerio is now very different, that's scene reframing. At least, that's how I've always understood the term. So, yes, I do consider Greenfield's example to be the players reframing the scene. The original scene was a dangerous climb down the cliff, possibly falling, roping together, using various skills, maybe even an attack by some flying critter half way down. The reframed scene is a 30 second narration by the players of what amounts to essentially an elevator ride.

First of all, the original scene wasn't a climb down a cliff. That's something undertaken by the actor. The original scene was a road, a cliff, and three watchposts. There is no climbing in the scene until the actor acts within it. The actor deciding to climb, or fly, or walk down the road isn't seen reframing. The scenario hasn't changed. It's still a road, a cliff, and three watchposts. There is no such thing in an RPG as a framing a scene as a dangerous climb down a cliff. The DM isn't writing a script for crying out loud. The players can just come to the cliff, take one look at it, and say, "I'm not going that's way. Let's go back to town and get a beer." And that doesn't reframe the scene either. That is the scene.

But careful. Where do players get the right to a 30 second narration of what happens, and how it works, and what the outcome is? Players can only describe their actions. Now if it is a good plan, and there are no factors they weren't aware of, and nothing happens to interupt the plan, probably they'll just get a series of affirmations from the game master validating the plan so far and eventually they'll probably need the GM to scene frame. But they can't just say, "Ok, I arrive at the gate.", just because they think its a good plan. If the players can just say, "Ok, we accomplish what we want to accomplish without hassle.", you don't need a DM.
 
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We had consistently beaten planned encounters in unorthodox ways, and the DM didn't know how to score us for it, nor how to deal with players who failed to "follow the script". In fact, we ran roughshod over that dungeon.

<snip>

And we got punished for it.

So I'm careful no to overdo that sort of thing any more.
Which thing do you not overdo - "beating encounters in unorthodox ways" or "punishing players"?

For what it's worth, my vote would go in favour of more beating encounters in unorthodox ways, less punishing of players.

This isn't like Dogs in the Vineyard were we can mark off narrative authority like any other resource and balance consequences and risks. D&D just doesn't have the framework. It has its roots down in tactical wargaming. On the one hand you suggest that you run old school style skillful play contests where you attempt to challenge the PC's. And on the other hand you suggest that PC's have narrative authority, which would make all attempts to challenge PC's meaningless. So, could you give some concrete examples of running a cooperative story building game that also involves challenging the PC's?
It's not true that giving the players authority over scene-framing makes attempts to challenge them (or their PCs) meaningless.

A simple example is the old "working our way through DDG". I build my high-level PC. I run him/her in a combat against Odin. The action resolution rules tell me whether or not my character won the fight. (Of course, there can be wonky bits in adjudication, especially in classic D&D, where an impartial referee might help. But I don't think that undermines the basic point.)

There are issues about whether the players can really be surprised when they are given scene-framing authority - if they get to set all the stakes themselves, things can become a bit predictable. But that's a different matter.

And in any event, the main reframing authority we're talking about here is to get out of the current scene into a better one. So [MENTION=22779]Hussar[/MENTION] is not trying to dictate what he will encounter once he crosses the desert on his centipede - he just wants something more interesting than the desert. And @Greeenfield isn't trying to dictate what s/he finds once the cliff has been Feater Fall-ed down - s/he is just trying to get closer to the culmination of the adventure.

This term 'reframing' is getting bantered around way to loosely. There is nothing about reframing the scene in solving a problem. Solving the problem presented in the scene using in game resources is still clearly part of the scene. It may have a 'twist' or not, but its not scene reframing. That's just pure action resolution. Nothing about the setting has changed.
The setting hasn't changed, but the stakes have. And it is the stakes that are central to the scene. (You can frame a scene without setting, other than perhaps a bit of loosely-narrated set-dressing, but you can't frame a scene without stakes.) Hence Hussar is in my view correct:

I would say that any time the players (or the DM for that matter) changes the parameters of the situation significantly enough that the scenerio is now very different, that's scene reframing. At least, that's how I've always understood the term. So, yes, I do consider Greenfield's example to be the players reframing the scene. The original scene was a dangerous climb down the cliff, possibly falling, roping together, using various skills, maybe even an attack by some flying critter half way down. The reframed scene is a 30 second narration by the players of what amounts to essentially an elevator ride.
For me, this also emphasises how certain aspects of D&D are essentially about reframing, in the absence of a "say yes or roll the dice" rule.

In a more modern indie-ish RPG, the feather fall ability would be numerically rated just like a climb skill. So if the players opted to use feather fall rather than climbing, the GM would have options like (i) still requiring a check (but with the complications being, say, blown off-course by the wind, rather than dashed brains at the bottom of the cliff), or (ii) saying yes. But the GM could also "say yes" to the climb, as well, if nothing dramatic was at stake.

4e is somewhere between trad and modern in this respect, but it has distinctive features to prevent powers (from class or item) being shared around like the Ring of Feather Falling. Its "scene reframing" abilities are located in its ritual system, and that has enough features of its own to give the GM leeway on how to respond - in particular, rituals tend to have casting times of at least 10 minutes, which gives the GM enough ingame colour to allow the introduction of a new complication if it seems dramatically warranted.
 

Celebrim said:
What went wrong is that everything that the player said after, "I conjure a giant centipede" was not only irrelevant but broke the social contract. Players get to offer propositions. They don't get to offer outcomes or scene reframing.

I disagree here. It may have broken your social contract. It certainly doesn't break mine. The players most certainly can offer outcomes which the DM then reacts to.

I look at your initial description of the harbor and realize where the problem is. You talk about scene. I talk about scenario. There was no scenario in your initial framing. It's just a description of the harbour. There's nothing going on. There's nothing really to do. It's window dressing, afaic. Now, once the ships start falling over and you have asked the players what they are going to do, now you have a scenario. There is a goal here - discover what is going on being probably the primary goal, and possibly dealing with it being the next one.

Now, with that small amount of information, it's virtually impossible for the players to do anything other than, "We look around and see what people are looking at". It's too early for the players to even consider opting out. So, how can they possibly reframe anything given so little actually information?
 

It's not true that giving the players authority over scene-framing makes attempts to challenge them (or their PCs) meaningless.

A simple example is the old "working our way through DDG". I build my high-level PC. I run him/her in a combat against Odin.

PC #1: "Ok, we encounter Odin, the Alfadur. His battered and bruised body is bound to the trunk of the World Ash. He's bleeding badly out of his eye where the Norns have just rudely plucked it from his head. He mutters incoherently, something about his thirst perhaps and then slips off again into unconsciousness. He looks helpless and like he has maybe one hit point left."

PC #2: "Well, we can't let the old man suffer. I coup de grace the All Father"

PC #3: "We rock. Whose next?"

You can't challenge a player that can scene frame. That's why narrative games are either explicitly not about contest or have very careful rules about how you can scene frame. Or both.

here are issues about whether the players can really be surprised when they are given scene-framing authority - if they get to set all the stakes themselves, things can become a bit predictable. But that's a different matter.

Stakes? Simulationist games don't have stakes, or at least mine doesn't. Stakes imply foreknowledge of outcomes. How could I know what the stakes are? How could I know if they matter?

The setting hasn't changed, but the stakes have. And it is the stakes that are central to the scene. (You can frame a scene without setting, other than perhaps a bit of loosely-narrated set-dressing, but you can't frame a scene without stakes.) Hence Hussar is in my view correct

No, I don't really ever know what the stakes are. The stakes evolve as play develops. Stakes have to do with goals. An NPC may have stakes in the scene. A PC may have stakes in the seen. I don't as the DM have stakes in the scene, nor do I always determine what stakes the NPC has. The NPC will determine his stakes in responce to what the PC does. I don't really have any vested interest in the stakes, and I never really consider stakes when setting a scene. Stakes are irrelevant. They show up explicitly in fortune at the end nar games. It's a consensual story telling idea where you have multiple full authors and you need to resolve conflict between them. I never really think about stakes in my game at any point. They really don't have anything to do with my play. If you are trying to force my game into some nar construct, you're misunderstanding it.
 

<snip>


Stakes? Simulationist games don't have stakes, or at least mine doesn't. Stakes imply foreknowledge of outcomes. How could I know what the stakes are? How could I know if they matter?



No, I don't really ever know what the stakes are. The stakes evolve as play develops. Stakes have to do with goals. An NPC may have stakes in the scene. A PC may have stakes in the seen. I don't as the DM have stakes in the scene, nor do I always determine what stakes the NPC has. The NPC will determine his stakes in responce to what the PC does. I don't really have any vested interest in the stakes, and I never really consider stakes when setting a scene. Stakes are irrelevant. They show up explicitly in fortune at the end nar games. It's a consensual story telling idea where you have multiple full authors and you need to resolve conflict between them. I never really think about stakes in my game at any point. They really don't have anything to do with my play. If you are trying to force my game into some nar construct, you're misunderstanding it.

I was with you up until here. Most scenes/situations/encounters have explicit or implicit stakes. Most of the time, the stakes are set by the proactive group (typically the players), but not always.

The PCs came to the dungeon to acquire the mystical kazoo. They're willing to risk death or worse in their attempt, but they won't return without it.

The PCs came to the dungeon to acquire the mystical kazoo. They're willing to risk death if necessary in their attempt, but they won't continue if it seems suicidal or too risky.

The PCs came to the dungeon to acquire the mystical kazoo. They're willing to try a stealthy snatch and flee, but will try to avoid any form of serious combat and will retreat in the face of serious opposition.

The PCs want to push the cavern inhabitants out or kill them. They're ready to engage in mortal combat if Intimidation fails.

The PCs want to negotiate safe passage and are willing to negotiate to see if an accomodation can be found. What they're willing to offer may not be explicitly stated, but a maximum exists and probably varies by the type of concession.

The PCs realise they are in over their heads and are trying to get out of the encounter alive. They try tossing valuables behind them to distract their pursuers as they flee.
 

I was with you up until here. Most scenes/situations/encounters have explicit or implicit stakes.

Yeah, but by saying that scene framing is about setting stakes, he's implying I'm giving the players their goals. I never frame a scene as, "You have arrived at the dungeon to seek the mystical kazoo." It's none of my affair why PC's are doing something. I never PC's what to feel, or what to believe, or what goal they should have. I ask them when they create their character what goals they have. It's not my place as DM to tell a player how to play his PC.

The PCs came to the dungeon to acquire the mystical kazoo. They're willing to risk death or worse in their attempt, but they won't return without it.

The PCs came to the dungeon to acquire the mystical kazoo. They're willing to risk death if necessary in their attempt, but they won't continue if it seems suicidal or too risky.

The PCs came to the dungeon to acquire the mystical kazoo. They're willing to try a stealthy snatch and flee, but will try to avoid any form of serious combat and will retreat in the face of serious opposition.

The PCs want to push the cavern inhabitants out or kill them. They're ready to engage in mortal combat if Intimidation fails.

The PCs want to negotiate safe passage and are willing to negotiate to see if an accomodation can be found. What they're willing to offer may not be explicitly stated, but a maximum exists and probably varies by the type of concession.

The PCs realise they are in over their heads and are trying to get out of the encounter alive. They try tossing valuables behind them to distract their pursuers as they flee.

The PC's want. The PC's decide. That's not part of how I prepare for a game. I leave the wanting and deciding up to the players. I prepare the other parts.
 

Celebrim - you never offer quests to your players? No NPC ever hires the PC's to do something?

Because, it would seem to me, that as soon as you offer quests, you start framing scenes towards a specific goal.

The players are at the dungeon to get the mystical kazoo because the NPC has asked them to do it.
 

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