it's the whole "discover it through play" ethos. It feels (correctly or not) like there isn't any way to actually discover or explore anything concrete.... only make stuff up based on dice rolls...
In fairly standard AD&D play, the PCs arrive at town and go to the nearest tavern. How do we know who/what they see in there? Rolling on a random table is a fairly well-established technique. Which is to say, once you get out of a certain style of dungeon play in which everything has already been written up, determination of backstory in play has a pretty long history.
This is almost alien to me since it seems the genre D&D is emulating (whether Swords and sorcery, high fantasy, or gonzo fantasy) all have exploration and discovery of the unknown as a genre conceit.
Here is a
link to a session I ran focused on exploration/discovery. It was not totally no myth, but had a fair bit of generation of backstory on the fly, generally triggered in response to PC actions (eg the paladin examines the scroll; it has invisible ink on it). It shows how it can be done.
It also shows that there is quite a difference between spontaneous creation of backstory by the GM in response to player cues, and player creation of backstory. I do a lot of the former in my game, but (as I've already mentioned upthread) only modest amounts of the latter, in part for reasons give in
Eero Tuovinen's blog that [MENTION=386]LostSoul[/MENTION] lnked to upthread (and that I also linked to earlier upthread).
who takes all the notes and records the details
I uploaded my campaign notses upthread, with a bit of explanation, but got no comments or queries.
I see a few downsides to the "through play" method such as issues with coherency and already established backstory, a dis-incentive to think outside the box (as in beyond the numbers/skills/powers on your sheet) in figuring things out or exploring (since nothing is really created yet anyway), and so on.
This is just theorycraft. Is there any actual evidence that players in "indie" games are doing less thinking outside the box? From this thread I can't really tell, because the non-indie players aren't posting much actual play. I linked to several actual play posts upthread - why don't you have a read of them, and then tell me what you see that does or doesn't satisfy your expectations for a "thinking outside of the box" quotient.
My own experience - though I haven't got any cofirmation for it beyond my own recollection of my onw play - is that one way to
discourage players from "thinking outside the box" and engaging the situation is to routinely frame scenes in which, whatever they have their PCs do, they can't change anything.
I don't know if you're still running a 13th Age game, but if you are - have you found that its Background mechanic, which allows players to narrate themselves into mechanical capabilities by fleshing out their backstories, has discouaged the players from engaging the fiction?
To my mind, the players are well within their rights to be irked that the jeweler makes a midnight run with no apparent reason for doing so.
<snip>
Assuming that the PC did attract unwanted attention (pretty reasonable as he cases out the jeweler in a small community, backed up by the -20 penalty for keeping his questions on the down low), and did not detect the suspicions he aroused (I like the Sense Motive check, although the rules don’t call for one), then he has no call for complaint.
I think the players would have excellent cause for complaint in the situation that [MENTION=22779]Hussar[/MENTION] described: namely, that multiple sessions of play result in an utter anti-climax.
As a GM, there are so many ways to impliment such results - eg the unwanted attention starts hassling the PC in question, or the PC sees signs of the impending move prior to being ready for the heist and so has to go off half-cocked - that the off-screen fizzle is bascially inexcusable.
Who says the DM can't let the players pursue a course of action and then later render it untenable? I'm imagining the Fellowship scaling Caradhras, getting trapped in snow, and some player stopping the game and complaining to the DM about how he misled them by letting them try to scale the mountain. Stuff happens.
In "indie"-style play, the Caradhras events would be the result of failure during resolution of the "Cross the Misty Mountains" scene.
His position seems to be that the players can fail by their own bad decisions or bad dice rolls, but that the DM cannot allow them to fail otherwise. Which doesn't sound that bad until you start considering the implications.
What are these implications? I haven't noticed them yet in my game.