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Posted By: Thomas Robertson1. Don't be so specific.Okay, I'm hearing a lot of 'don't be specific' and 'don't really plan too much' sort of responses, so perhaps I've been making bangs into a much more concrete sort of plan than they are intended to be. Thomas' scatter-shot have-lots-of-bangs strategy, where each bang is sort of loosely defined (and therefore less work) seems to support that, as well. So can I get some chatter from the rest of the folks? Are bangs just not as specific as I've been making them?
2. Have a lot of Bangs.
3. Remember that NPCs are proactive too.
Posted By: Joshua BishopRobyWhat I'm getting at is that first arrow between the pawn and the starburst in the third illustration. Between the 'g' and the 'n' of Progression, decisions are being made and roles, they are being played. And it seems to me that there's some GM Force being applied in there, getting the player to the starburst.
Posted By: hamsterprophetIf the GM has a bandolier of Bangs, and (f'rex) the game is meandering, him framing a new scene to introduce a Bang is just part of his job.Which is pretty much exactly what I'm asking. That sounds, to me, like that game has an acceptable level of GM-Force-towards-Bang. Which, again, I'm not saying is a bad thing. If that's the way it works and it produces awesome play, rockin.
Posted By: Joshua BishopRobyFred, I get what you're getting at, but... I don't buy that the GM is really that hands-off between bangs. Does the GM not actuallyspeak? Does the GM not introduce new fictional events and details that might change the players' course of action? I have trouble buying that the GM is even capable of not influencing inter-bang travel, as it were. Or -- and maybe this is a missing part of it -- is the bang-structure dependent on player buy-in that, once they decide on a course of action, they ramp it up to the max until they hit something? So the GM throws stuff out there and the players dig on it cause it's foreshadowing the mystery thing that they know that they're going to smash into?
Posted By: Joshua BishopRobySo when the GM says to herself, "Man, it'd be cool if the Baron was waiting in the treasury when they get there," and so moves those proactive NPCs or otherwise contributes to the ongoing story, how is that not GM Force?
JBR, can't you as a player offer a bang-ish-thing to another player?
For instance, say my character Qaldun has been having a hard time relating to his detective consultant Juchi. It doesn't matter way, really. Then Qaldun says, "Look, I think we started off on the wrong foot. Can we start over? I'm Qaldun. I've heard much of your skill and ferocity in battle; I'm proud to ride with you." Now Juchi has a choice, a pretty important one.
I think you're conflating "offering choices" with, er, "the manifold issues of the GM-player power distribution and why it's terrible."
Posted By: Ron EdwardsHe accepted in a kind of shell-shocked way, and kept staring at me as I described his character getting steam-cleaned, shaved, and dressed in a nice suit. ...
Where's the Force? It's not there.
It's the use of bangs as the waypoints in a structured game that's getting me all cross-eyed.
Posted By: Joshua BishopRobyA game can't be composed exclusively of bangs, for instance; there is space between them, and that space is filled with... what?
BANG:
GM: "Your sister isn't home, there's a note on the door saying she went to talk to Big Shiv."
Player: "Fuck. Umm... Okay, I head down to Big Shiv's pool hall."
GM: "... interesting. Okay, you head inside, and it takes your eyes about the same amount of time to adjust to the gloom as it does for Shiv's thugs to recognize you as the guy that Shiv specifically ordered 'never to come back to my place, again, evah.' They're heading your way."
Player: *sigh* "Yeah... I figured. Damn..."
Posted By: Joshua BishopRobyIs that GM Force, since the player wants things that he doesn't actually have the power to effect in the game?
Posted By: Joshua BishopRobyBut I want to peaceably settle matters with Big Shiv, doyce. All this fighting is not what I'm interested in. So I back out of the pool hall to avoid the fight. Later, I head over to Big Shiv's home, and the bodyguards advance on me again and I back away because I don't want to crack skulls. And the next day I find him at his yacht, but there's a bruiser at the front of the docks, so I swim around but some other bodyguard comes running and... how is the GM sending thugs at me not affecting my significant thematic choice to resolve the problem without violence?
Posted By: Joshua BishopRobyBut I want to peaceably settle matters with Big Shiv, doyce. All this fighting is not what I'm interested in. So I back out of the pool hall to avoid the fight. Later, I head over to Big Shiv's home, and the bodyguards advance on me again and I back away because I don't want to crack skulls. And the next day I find him at his yacht, but there's a bruiser at the front of the docks, so I swim around but some other bodyguard comes running and... how is the GM sending thugs at me not affecting my significant thematic choice to resolve the problem without violence?
The Technique of control over characters' thematically-significant decisions by anyone who is not the character's player.
Posted By: Rob DonoghueThe problem with conflating GM power with a force is that a force (in the colloquial* sense - I don't know Ron's definition well enough to address it) does not depend on a disparity of power, but on a disparity of information.
Posted By: Judson Lester
But the Forge definition of Force is different, even though there's some overlap.
Posted By: Joshua BishopRobyhow is the GM sending thugs at me not affecting my significant thematic choice to resolve the problem without violence?
Posted By: MarcoRon suggests there are sneaky ways to do this manipulatively. I'm not sure what those are or what that would look like--Ron? Maybe you can expound on that?
Posted By: Joshua BishopRobyThe GM then gets the characters to the Bangs and lets the players make their decisions.
Posted By: Joshua BishopRobyDone now.
Posted By: AndyPosted By: Joshua BishopRobyDone now.
Err, just a point of order and all: Folks CAN still post to this discussion.There's no "Thread's Closed" here, no locking of non-admin threads.
-Andy
Posted By: rossI think that this is the most clear and productive discussion I have yet seen here. At least it is to me.
-Ross
Posted By: Judson LesterTo be honest, I personally don't find either the narrow diagnostic (from the Forge Glossary) "force" definition, or the broad civics-y colloquial definition very useful. But I do like using the magic-trick version, because then it's a trick you can teach to other GMs, maybe even put it in an advice section somewhere, and talk about when it's useful, and when it is and isn't okay to use.
Posted By: LxndrThere's no implicit "ah, I have this Bang, therefore I must guide play to get this Bang out there" in the process as I understand it.
Posted By: Rob DonoghueJust to clarify, I was apparently altering the forge-official definition of force rather than the defintion of bang, but I'm ok with that. :)
-Rob D.
Posted By: Judson LesterThe bizarre thing is that the phenomenon best illustrated here to my eyes is a failure of communication. On the one hand, Josh's question seemed to be "if I have Bangs, how do I get players to them without Force, and thereby be using Illusionism?" And the response has been "Bangs are different from Illusionism, because with Bangs you have a choice!" Which believe it or notcompletely misses Josh's point.
Ron made a very clear example on the Forge, which might have helped more here, that basically laid out that Ron's definition of "Force" is incredibly narrow - basically a GM does have the power and responsibility to frame scenes and the like, which isn't Force is Ron's view. Honestly, his explanation of Illusionism sounds like a patently awful game, one I can't imagine completing a session of.
On the other hand, Ron's definition of Force doesn't seem to be universal. Rob and I share a definition of "a force" that comes from close up magic, which strikes me as a perfectly reasonable definition, and frequently a perfectly reasonable technique in play. Obviously, this is the definition I like best.
The prevailing view, though, seems to define "force" more like a civics textbook, and draws a hard line between a player's freedom and the GM's force. As a result, you can't really do anything without that kind of force, since even sliding a generic bang into a character's way might be considered a kind of force. As GM you get to make up the situation, which is part of your power and ergo a force.
To be honest, I personally don't find either the narrow diagnostic (from the Forge Glossary) "force" definition, or the broad civics-y colloquial definition very useful. But I do like using the magic-trick version, because then it's a trick you can teach to other GMs, maybe even put it in an advice section somewhere, and talk about when it's useful, and when it is and isn't okay to use.
Posted By: rossYes, but each side more strictly defining their terms they became clear. One of the hardest issues for me as an indie-games idiot is that people throw around a lot of jargon and are generally huffy when everyone doesn't "get it". This is most true on the Forge, but somewhat true here. As terms are introduced they need to be defined. Right now that means, generally, in each thread.
In my opinion.
Posted By: Judson LesterI'll go you one better: if a concept is important enough to need a name, and anyone makes it clear by misuse they don't get what the term is supposed to mean, maybe we should consider coming up with a new name for the concept.
Posted By: rossTo this day cinematic is used everywhere by people who clearly have no idea of any real meaning or definition of the word.