I'm confused here... are you claiming that in a game based around worldbuilding there must necessarily be a "plot" (in quotations because perhaps I'm not understanding the definition being used here)? Because I can assure you from actual play that's not the case. I can only speak to my style of running a game but I have run traditional games that leaned heavily on worldbuilding and what they had wasn't plot but instead situations that the PC's were free to deal with, not deal with or do something else entirely. I don't think what can happen in DL1 is enough to describe either of our styles and thus why there's umbrage around the statement that a traditional game with worldbuilding is a "Choose your own adventure" game. It's like me claiming Story Now is just a "Let the dice make whatever up in the moment" game. It's a simplistic statement that's mildly insulting and fails to capture the nuances of the playstyle.
Well, there are a LOT of different variations on types of games, so I'm not sure I can cover them all with any blanket statement, and we all often get into this problem where we talk in somewhat general terms and then there's some games where X doesn't apply.
So, like here, sure, if its a PURE sandbox, and the GM is really seriously good at being a purely neutral arbiter, then that might be entirely the case, but that seems almost impossible. I mean, the GM in a game like that is STILL going to drop some story hooks, right? Which ones does she drop? Is it pretty much never the ones that might fool the party into going to the 'place of certain death?' Is it pretty much always the ones that lead to the 'place of level-appropriate lootz?' I mean this is how you run these games, I've done 100's of them myself, so I have a fairly good idea.
Even if we are less harsh in our analysis, its still hard to find a game that REALLY lives up completely to your standards, because it means there virtually isn't going to be any sort of backstory. I mean, your problem now is actually that story creeps in so easily, and its so hard not to draw it along and help it happen.
So, I don't want to be argumentative with you, I think your commentary is pretty fair and its not like its ridiculous or anything. I do get what you are saying. I think its, again, one of those things where there's a degree of truth in what different people say. Maybe nobody is precisely correct all the time. I think a built world implies a lot of things, including plots, which are likely to become actual in play. Sometimes that will be because a player wanted it thus, and sometimes not.
Yes and I (as well as a few other posters who have addressed this)am recognizing that qualitative component by addressing the fact that @
pemerton's limiters on player agency are different. However when one starts from a position of wanting to understand something (I assume that was the point of the OP in this thread) but then turns it into a comparison/competition where not only do they use negatively skewed language to describe the other playstyle but also define the parameters of the comparison and the nature of the "win" conditions well it's apt to irritate those who probabnly feel like the entire thread was a bait and switch that has been pulled on them in bad faith. It feels less like I want to understand and more like I drew you in to this so I could tell you how much better my style is and force you to defend your own.
Yeah, I don't feel defensive. I feel misunderstood by some people, but I think there's actually a pretty reasonable amount of mutual understanding here. Some people got chapped a little and I think some of them talked themselves into some questionable positions that kind of irritated me a little bit. These things tend to take over threads unless we just move on.
I can't speak specifically to @
Maxperson 's games but he's free to comment on this if he wants... What I can say is that as far as I can tell @
pemerton doesn't run a game where players can just create things on the fly. They create characters with certain themes, interests, etc. and @
pemerton runs adventures around those things. Again as I stated in a previous post... the same thing can be (and at least by me often is) done with a traditional style of play both implicitly and explicitly.
I think its fair to state that [MENTION=42582]pemerton[/MENTION]'s players can only 'create' that which is logically consistent with the state of the fiction and the nature of the fiction. That doesn't mean they cannot 'author' anything, they can certainly author a secret door, with a good Perception check. From there its a mixture of simply character choices (where things which are natural and not contested simply happen, and the player is expressing his interests) and conflicted actions where checks are required. These are often simply 'character agency' things, but they help tell the GM what direction to take the fiction in. I mean, such things can be VERY powerful and you can see how with a system like Cortex+ Heroic they can have a very large impact on how the story unfolds. A character in that game could invent a 'girlfriend resource' for instance, or a 'historical event' resource, or a 'the town is burning' resource, etc.!
As an example... I have players who want to play in Planescape, they pick whether they are planar/prime... pick race...pick class...pick faction... background and so on... we discuss their characters before the game starts and I in turn set up situations within the Planescape campaign setting around these things. When session zero + inherent world themes (from worldbuilding) come together for character creation I find it hard to find a good faith scenario where the players interests and concerns don't naturally flow during the actual game sessions. How does @
pemerton's game give a higher level of input than this (and note this is all session zero stuff that I think alot of GM's with traditional playstyles use when their players want to be that invested).
I think that's perfectly fair. In that, not insignificant, respect you are playing in a narrativistic fashion, to create a story. Its when games sidetrack into the sorts of things that Lanefan and Maxperson sometimes describe that I think the big difference arises. In my games you won't end up spending lots of time dwelling on blind alleys and loose ends that aren't tied to any kind of interest of the players. Now, I don't know the particulars of your games enough to know if that is true for yours or not. Beyond that, I'm not trying to condemn it, I'm just saying it got old for me. I have played 1000 characters in 1000 games (conservatively!) and I just like to get on to the 'good stuff'.