[MENTION=82106]AbdulAlhazred[/MENTION], what you say in reply to [MENTION=29398]Lanefan[/MENTION] about player agency and the addressing of dramatic needs is good stuff.
In mechanical terms, the consequence of the failed check to navigate through the catacombs was that Halika was now able to race them to the tower. The race was resolved as opposed Speed checks. Halika won, and decapitated Joachim.
In my BW game, Hardby plays the same role as "the city" would in your Noir game. It has docks, it has catacombs, it has a sorcerous cabal, it has taverns (both rich ones and dives), it has a cathedral, it has bazaars, etc. These come to life as needed in play.
In my Traveller game, the PCs spent a couple of sessions on Byron, a world with no fluids, a corrosive atmosphere, and a domed city - Byron - with a tech level unable to sustain itself and a high law level. This world needed - and play delivered up - officials, police and security forces, the dome (obviously), medics (as it turned out, given there is a bioweapons conspiracy), a tavern ("The Offworlder") where the PCs could recruit a grizzled ATV driver, etc.
I just don't feel this conjectured "lack of depth" in my games.
An actual play example: in my BW game, two of the PCs drugged Halika to stop her going to Jabal's tower to assassinate Joachim, the demon-possessed brother. Those PCs then tried, themselves, to get to Jabal's tower, and for some reason decided to sneak via the catacombs. As a result they got lost in the catacombs, and so Halika woke from her stupor and was able to beat them to the tower.In terms of finality of resolution, I look at it much like action movies
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In terms of quest to become King, the PC would maybe undermine his rivals, and each one so disposed of would no longer represent a threat. They wouldn't pop back up and suddenly be in contention again. The NPC might still play another part in the action, but only as a defeated rival. There wouldn't be some unrevealed backstory that subverted or reversed finalized actions. If such an NPC DID become a rival again it would be as a consequence of specific events which happened within the continuing narrative based on further actions and checks made by the PC/player. It would be EXPLICIT, although it is perfectly fine if the narrative explains it in terms of factors the PC didn't know about at the time.
In mechanical terms, the consequence of the failed check to navigate through the catacombs was that Halika was now able to race them to the tower. The race was resolved as opposed Speed checks. Halika won, and decapitated Joachim.
Another couple of actual play examples:I think genre, and tone, do a LOT of work here. If we're playing a game of Noire detective stories then there's likely to be a Moll, a Damsel in Distress, a Hardbitten but Romantic PI, some bad guys, a fairly direct-seeming surface plot linking them together, and usually a nasty plot-twist somewhere along the way. There are likely to be subthemes of romanticism, betrayal, 'life is cheap', a sort of cynical world where people do things for selfish reasons, etc.
So, a GM running this game would have access for scene framing to an urban landscape, characters such as cops, detectives, thugs, probably various women who play the parts of romantic interest and/or victim (and/or betrayer) etc. They will appear in the various scenes as needed, probably starting with the classic "PI in his office having a drink while contemplating his eviction notice when a damsel walks in" or something along those lines. The exact details would depend on who the characters are, and how they're described. The choices would be fairly limited in this genre though, as its a pretty niche one.
I wouldn't think there would be a HUGE benefit to inventing endless details about 'the city'.
In my BW game, Hardby plays the same role as "the city" would in your Noir game. It has docks, it has catacombs, it has a sorcerous cabal, it has taverns (both rich ones and dives), it has a cathedral, it has bazaars, etc. These come to life as needed in play.
In my Traveller game, the PCs spent a couple of sessions on Byron, a world with no fluids, a corrosive atmosphere, and a domed city - Byron - with a tech level unable to sustain itself and a high law level. This world needed - and play delivered up - officials, police and security forces, the dome (obviously), medics (as it turned out, given there is a bioweapons conspiracy), a tavern ("The Offworlder") where the PCs could recruit a grizzled ATV driver, etc.
I just don't feel this conjectured "lack of depth" in my games.