[MENTION=42582]pemerton[/MENTION] admitted to doing exactly that a few pages ago. He said he brought up things that were not yet of interest to the players.
No I didn't. Here's the quote, for anyone who missed it first time around:
Here's one thing that's gone wrong in your assumptions: in this sentence, "One of the biggest hallmarks of a "living, breathing world" is that stuff goes on in the world outside of the PCs, the influence of the PCs, and what they are interested in," the word they refers to the PCs. Yet the anchor for "story now" RPGing is player-established themes, dramatic need etc. And as even a cursory familiarity with literature and film will reveal, something can speak to a protagonist's dramatic need although s/he is not (yet) interested in it.
That says nothing about the player not being interested. The player is not the protagonist. The PC is the protagonist.
If they aren't of interest to the players yet, they aren't a stated goal that he is engaging. Either those things were of interest to the DM only, or he was doing what I do and coming up with things that he thought they might become interested in, which would be a plot hook that he says he doesn't do.
Even bracketing the bizarre confusion of player and PC, this is wrong. Something can be
of interest to a person although, as a matter of current psychological state, that person
is not interested in it because (eg) s/he doesn't yet know about it.
For instance, if my PC description includes
servant of the Secret Fire, then the fact that an NPC wields the Flame of Udun is
of interest to me, and engages my PC's dramatic need, although I mightn't yet know that the NPC wields the Flame of Udun (eg because at the moment the GM is portraying the NPC as a friendly person helping me to stable my steed). Part of the skill of GMing a "story now" game is being able to think of situations, and story elements, that will speak to PCs' dramatic needs in new and engaging ways.
Eero Tuovinen expresses this requirement when he says that:
One of the players is a gamemaster whose job it is to . . . frame scenes according to dramatic needs (that is, go where the action is) and provoke thematic moments . . .
Each scene is an interesting situation in relation to the premise of the setting or the character . . .
The GM . . . needs to be able to reference the backstory, determine complications to introduce into the game, and figure out consequences.
I find the assumption that Story Now players are perfect and never overlook anything to be amusing. I find the idea that if I am playing Story Now, I have to plot out possible things that might happen at the end of the trip so that I can see if I need to tell the DM before my character leaves what I want to do, to be disheartening. I don't like having to play a mental game of chess with the DM, plotting out my moves well in advance. .
All this reinforces what is already clear, namely, that you don't understand how non-GM-driven play works.
The notion of
overlook has no work to do hear. Suppose I go to a carnival. I choose to go on the ferris wheel rather than the ghost train. Perhaps I would have enjoyed the ghost train more - who knows? But I didn't
overlook that possibility. I choose to do something else. Suppose that there was also a superslide that I didn't know about - maybe I would have enjoyed that the most! But I chose the ferris wheel. C'est la vie. I'm certainly not going to spend my life scouring every carnival I might go to trying to identify what ride I might enjoy the most! And I'm not going to be dragged around by someone else, being shown rides rather than going on one.
In the context of "story now" RPGing, the notion is doubly inapplicable - not only for the reasons that can be extrapolated from the metaphor of the carnival ride, but also because the players have their PCs sheets in front of them, and are playing their PCs, and so
will know if their PCs are sneaky sneaks or forthright assailants. These are some of the most basic of fantasy tropes. The players aren't going to overlook their PCs' fundamental natures.
The notion of "plotting out possible things" and "playing mental chess with the GM" is also bizarre.
Well in advance of what? Given that your complaint is that the narration of the trip to the giant cavern takes only a few seconds, where do you envisage this "mental chess" taking place? And who are you trying to outwit?
To reiterate: GM - "Players, are you going to the giants?"; Players - "Yes"; GM - "OK, you're at the giant cave". Where did this mighty struggle of wits take place? Was it in the Gm asking the question "Are you going to the giants?' Or was it in the players saying "Yes"? And once the players say "Yes", do you really think they're going to be shocked to be told that their PCs are at the cave?
You are treating "Are you going to the cave?" as short hand for "Are you ready for all these things that I'm going to tell you about your trip to the cave?" Which, in a GM-driven game, it may well be. But that wasn't what I, or [MENTION=1282]darkbard[/MENTION], or [MENTION=82106]AbdulAlhazred[/MENTION], was talking about.