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RPG Theory
System Examples of Scene Framing
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Topic: System Examples of Scene Framing (Read 1938 times)
Judd
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Posts: 1641
Please call me Judd.
System Examples of Scene Framing
«
on:
April 13, 2005, 02:00:32 PM »
I am thinking about scene framing and all I can think of for examples is MLwM where each scene contains one conflict roll. Is this even a tool of scene framing?
Could someone give me other system examples so I could get a grip on the idea?
Thanks.
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JMendes
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Posts: 379
System Examples of Scene Framing
«
Reply #1 on:
April 13, 2005, 03:31:06 PM »
Hey, :)
Right off the bat, PtA.
Cheers,
J.
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url=http://lisbongamer.mc-two.com/]Lisbon Gamer[/url
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Alan
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Posts: 1012
System Examples of Scene Framing
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Reply #2 on:
April 13, 2005, 03:52:17 PM »
Story Engine and Trollbabe also have well-explained scene framing rules.
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Eve
Acts of Evil Playtesters
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Posts: 43
System Examples of Scene Framing
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Reply #3 on:
April 16, 2005, 03:51:58 PM »
I'd like to add universalis.
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Your strength is but an accident, arising from the weakness of others - Joseph Conrad, Heart of darkness
Judd
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Posts: 1641
Please call me Judd.
System Examples of Scene Framing
«
Reply #4 on:
April 17, 2005, 08:07:41 PM »
May I trouble the posters to this thread to write an example of scene framing with their game, how it works at the table?
Thank you.
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JMendes
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Posts: 379
System Examples of Scene Framing
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Reply #5 on:
April 18, 2005, 05:13:13 PM »
Hey, :)
Well, in PtA, it's basically like this:
Players take turns calling out what the next scene is going to be. This includes the location where the scene stars, whether it is a character scene (tells us something about your PC) or a plot scene (tells us something about what's going on), and what the agenda for the scene is (exactly what is it that you're trying to establish).
The producer then acts as a de facto GM, until such a time as a conflict becomes apparent. When that happens, it is resolved. Someone will win narration rights until such a time as the results of the conflict resolution have been established. The producer is back to being a GM.
Whenever the scene caller and/or the producer feel that the agenda for the scene has been met, it's the next guy's turn to call out a scene.
A scene may contain zero, one or more conflicts.
Or at least that's how our group is playing it... :)
Cheers,
J.
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Trevis Martin
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Posts: 499
System Examples of Scene Framing
«
Reply #6 on:
April 18, 2005, 08:48:44 PM »
I'd say Scene framing has to establish
1.) Immediate Setting (Where and when?) - physical context
2.) Who is involved (Characters, NPC's) - interpersonal context
3.) Situation, or at least the beginnig of it, (what is going on?) - (I want to say environmental context, but that's not quite right. This might be part of interpersonal context)
In uni you pay for Time, Location, Components in the scene, and finally for the first event. It isn't until the first event that you can be interrupted.
PTA, a player establishes Characters and Situation, The Producer might establish the immediate setting with or without help from the other players.
I would say that the die roll itself, in MLWM, is not scene framing. Scene framing is establishing what I mention above. The die roll resolves the situation one way or another.
I'd have to refer to my Story Engine rules to see what they say, but I think that the basic elements are true of any scene framing.
Does that work?
Trevis
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GB Steve
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Posts: 429
System Examples of Scene Framing
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Reply #7 on:
April 19, 2005, 12:47:20 AM »
In typical D&D scene framing, the GM will describe a location (including place, time and NPCs) and then ask, "What do you do now?"
The scene might be resolved without dice rolls (e.g. it might be about the players describing their arrangements for camping out in the wilderness) or it might require one dice roll (e.g. to persuade the guards to let the PCs into the city) or it may require many (e.g. combat).
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