For what it's worth, I don't get that impression from @hawkeyefan. I think he is encouraging us to drill down into detail about particular play episodes and the techniques used. But those techniques/procedures won't necessarily be the same as those used in other episodes of play.One impression I am getting from this conversation is you like clear procedures and it seems you probably like consistency too in that respect.
This is the point where I'm curious to know what the deep contrast is between the following three processes:It basically takes them coming into contact with the setting and asking questions about it
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A lot of this stuff can vary because it can arise from the setting details I have established (i.e. I know red claw gang is active in this area, and so if the players go around looking for local bullies, they stand a good chance of encountering Red Claw Gang members). Usually this kind of stated goal, I ask for a Survival roll for (and it kind of operates as a more fluid inversion of the encounter table). And Survival has a bunch of sub skills (so there is one for cities, one for wilderness, etc). So survival can also be used for things like moving from one district in a city to another district. But sometimes these details are things I just invent based on what seems plausible. For example I think the above bullying incident was in a tiny village, for which I had very little information and there wasn't a lot of sect activity in the area, so they were just a couple of nobody's bullying a local street vendor, who the player called out and attacked.
(1) The player makes a Survival (Urban) check and succeeds, obliging the GM to provide some information that the GM has prepared in advance;
(2) The GM makes something up and narrates a situation (eg street bullies) that the player can have his/her PC engage with;
(3) The player decides that there is something s/he wants his/her PC to encounter - that is consistent with established fiction, genre, etc - and makes a check to establish his/her recollection/knowledge of that thing.
(2) The GM makes something up and narrates a situation (eg street bullies) that the player can have his/her PC engage with;
(3) The player decides that there is something s/he wants his/her PC to encounter - that is consistent with established fiction, genre, etc - and makes a check to establish his/her recollection/knowledge of that thing.
Obviously there are technical differences. But there is also a lot of overlap: (2) and (3) both require a degree of spontaneity on the part of GM; (1) and (3) both require a check. I'm missing the fundamental cleavage between (3) and the others.