Cycle of play
“Roleplaying is a conversation. You and the other players go back and forth, talking about these fictional characters in their fictional circumstances doing whatever it is that they do. Like any conversation, you take turns, but it’s not like talking turns, right? Sometimes you talk over each other, interrupt, build on each others ideas, monopolise. All fine.
The game rules mediate the conversation. They kick in when someone says some particular things, and they impose constraints on what everyone should say after.”
The Conversation: Vincent Baker, author of Apocalypse World
Cycle of play
A StoryForge game is made up of a continuous feedback loop, which we refer to as the Cycle of Play. This loop plays discreetly on repeat for the duration of the game session and consists of several parts:
The facilitator describes the fictional situation to the players, who begin to imagine the scene in their minds.
The players are invited to ask questions to help clarify their understanding of the situation.
The facilitator responds to those questions to add depth to the narrative and ensure everyone is on the same page. Parts 2 and 3 of the loop may be repeated as required.
There will come a point when enough information has been gathered, and the players will commit to an action they would like their characters to take.
The facilitator then determines if the outcome of the player's action requires a dice roll or if the facilitator’s judgment is enough.
If required, the players or facilitator roll dice to determine the outcome of the action.
The cycle then returns to point 1, with the facilitator narrating the outcome of the player characters' actions by describing the new situation to the players... and so the cycle continues.
A word on dice
It is really important to note that not all outcomes in the game are positive and don’t always go the way the players would like. This is a good thing as it represents real life.
StoryForge is a cooperative game. When players fail, they fail together; likewise, when they succeed, they succeed together.
Rolling dice adds an element of chance to the game. And while this can be very exciting, rolling dice is what we can refer to as a 'fail state'. The use of dice indicates some level of risk to the outcome of the chosen action, and as such, the chance of failure becomes present.
Technically, it is better for the players if they don't have to roll dice to determine the outcome of their actions, as instead, they simply succeed.
Most obstacles in the game can be solved creatively and in multiple ways. Players are encouraged to build situations which aim to avoid the random element of dice or to try and create better circumstances for their situation, which will lessen the blow of any bad dice outcomes. This gameplay tactic is referred to as 'stacking the deck and is greatly encouraged.
Pillars of the game
The cycle of play is broken up into scenes. These scenes are often referred to as encounters. There are 3 core types of encounter which might come up during a game cycle. The encounter types are known as the 3 pillars of the game:
Exploration: Using creativity to overcome obstacles within the world.
Social Interaction: Speaking with a none player character (NPC) to get help, uncover new information or otherwise help you advance.
Challenges: Often includes a unique rule system so characters can face high-stakes situations where using strategy and situation awareness to navigate risks and achieve success.
Types of encounters are not discrete, they are often blended together. What might start off as an exploration encounter could evolve into a social interaction etc.
Play aid materials
There are many play aid materials can be introduced to enhance the immersive experience of a StoryForge game such as:
Rulebooks
Miniature figures or tokens to represent characters
Game boards
Maps
Flavour images of characters and location sites
Props
Music
And while all of these are great and are frequently included in a StoryForge game, only the rulebooks are essential for play.