Obviously all RPGing involves the GM saying some stuff. My point about worldbuilding is that the GM spends a certain amount of time relaying those details to the players. For instance, the players have their PCs wander through a town and the GM narrates stuff about it. The players ask who their PCs' friends or contacts are and the GM narrates stuff about it. The players have their PCs look for a market that might sell a desired item, and the GM narrates stuff about the town, about NPCs, etc - triggering the players to declare more actions ("OK, I ask the gate guard if there is a market in town") which result in the GM narrating more stuff.
If the above doesn't happen, then what was the point of the worldbuilding?
If the above doesn't happen then what's the point of playing?
But the above sort of stuff doesn't happen in a game played closer to "no myth" style.
Sure it does, only the GM narration is disguised as scene framing and is not drawn from pre-authored notes. The GM still has to set the table, as it were, to give the players something to interact with even just on a scene-by-scene level; and the underlying action-resolution-narration-reaction cycle doesn't change. The only difference is that as the game world is being created in effect on the fly through play neither the GM nor the players* can effectively plan ahead for anything beyond the relatively-immediate, which to me is a loss.
* - this is an overlooked piece here: it's not always just the GM who wants to plan ahead, sometimes players do also; in terms of where to go and what to do in what sequence and over what timespan; and having a more-concrete world really helps in doign this.
One consequence of worldbuilding is that, as a result, certain actions become impossible (eg finding a sage in this town that the GM as already decided doesn't have one). How is it relevant to that consequence of worldbuilding, and whether or not that consequence is desirable, that some other action declarations may be impossible for other reasons?
I also don't agree that worldbuilding needn't make anything difficult to impossible. The sort of thing I've just described is a natural consequence of worldbuilding. That's the whole point of it!
More generally, it can't be the case that worldbuilding is good because it has certain consequenes but worldbuilding can't be bad in virtue of certain consequences. Either worldbuilding does or doesn't have consequences for RPGing. And if it does - which I think it does - then there is a question as to whether those consequences are good or bad given the preferences of any particular RPGer.
That worldbuilding will have consequences in play, e.g. making it impossible to find a sage in a town that has none, is not in question.
What's in question is why this could ever possibly be seen as a bad thing...except by players who dislike not always getting what they want, for whom I have no sympathy and nothing more to say.
In real life, if I come into a town I've never been to before and look around for a shop selling crystals and incense, it's impossible for me to find one there if there isn't one there to find. Same is true in a game world: if there's no sage, there's no sage - and that the GM has determined this ahead of time rather than it being determined on the fly by success or failure on an action declaration is irrelevant to the immedaite here-and-now result. It IS relevant, however, to the long-term overall results: the population and distribution of sages isn't left to the whim of cumulative here-and-now random chance.
Why is this an ideal? Ideal for what? Whom?
If the goal is to have a believable, consistent and coherent setting, with complexity and intricacy in the storyline, without having a significant focus of play being the GM telling the players stuff that s/he has made up, then the first step - as [MENTION=82106]AbdulAlhazred[/MENTION] has also recently been posting in this thread - is to drop any notion of "neutrality" of the setting.
Which means no more published settings or even shared settings, then, if every setting is supposed to be uniquely built and tailored for the particular group of players/PCs being run at that time.
And how on earth would this work with any sort of shared "organized play" e.g. RPGA in the past or AL now, where characters can be and frequently are taken from one table to another? I ask because if you want your game genre to become at all successful then like it or not it'll have to be able to support this sort of thing.
No. The setting must be neutral.
Why? I mean, what is your evidence for this?
Without knowledge of what's around them beyond just the framed scene the players have no information on which to base...anything.
At campaign start you frame me in a market in downtown Karnos; you provide all sorts of detail about what I can see including that there's a merchant here selling feathers. For that immediate scene, that's fine. But by no means is it all I need.
Where is Karnos? What is Karnos - a mining town, a capital city, a village in the hinterlands, a seaport? What lives here? Who rules here, and how, and why, and for how long? Is this a pirate town, a farming town, a military town? Are thieves and muggers a known and frequent risk, or is the town generally safe? What's the weather doing (beyond your saying in the framing that it's a warm sunny day) - is it likely to rain later? Is there a drought? What's around Karnos - desert, forest, farms, mountains? What modes of transport are available beyond just foot, should I not find what I want here in Karnos and decide to try elsewhere? Are there any unusual local customs or modes of dress etc. that I need to be aware of? Etc., and I haven't even got to nation-region-world-astronomy questions yet.
If much of this wasn't provided ahead of time (i.e. this part of the world wasn't built) then I - as would, I suspect, many players - would be asking most of these questions before I ever get around to declaring an action! Even if the questions don't directly inform my action declaration right now they'll inform my general approach later; and very little of this is stuff players should be expected to just make up on their own (and if they do then the GM has to be scribbling like a madman to record all of it in the interests of future consistency - why not just do this work beforehand when you've time to relax and think it through?)
And how is this an example of players driving dramatic arcs? All you have here is a GM about to set up another "neutral" hook!
The players don't get to write their own adventures; it's on the DM to provide those, even when the players decide to head for the mountains just to see what's there. The players, however, are now driving the overall story; and the DM is in react mode.
Lanefan