Then why in hell would anyone ever GM such a game? Seriously.
I'll answer that in a way that engages with some of the thoughts (and misconceptions) below as well.
1) Impromptu problem-and-puzzle-solving as GM due to responsibility of fitting the puzzle pieces of player action declaration + results of action resolution + prior fiction together in a way that addresses thematic interests, follows from the preceding fiction, follows from genre, is sufficiently provocative/interesting.
This is both a cortisol and adrenaline dump because there is a lot of stuff happening that you have to keep together and stitch together in the moment.
Bottom line, its exciting.
2) I get to encompass the duality of (a) common elements of GMing (framing, consequence handling, playing the "bad guys"/obstacles, interacting with interesting system elements) and (b) audience member in that I get to "find out what happens."
And interesting byproduct of (b) above is that I get to "find out about myself from myself." When
I come up with something on the fly, there is a sensory experience of inhabiting multiple cognitive spaces. "Wow, I didn't think of that...that is cool/sucks...well actually you did, because it came from you/me!"
Its a unique cognitive experience, its nice to be able to be an audience member, and its an interesting test of self (and cognitive exercise that strengthens the brain for subsequent play and puzzle-solving on the fly).
Two examples from prior session play that are fresh in my mind:
EXAMPLE 1 - Dungeon World game with @darkbard and his wife
They (along with a 5 hirelings/followers) are on a multi-tiered (5 camps = 5 journey moves, then ascent to the top) journey akin to the hike and climb of K2 in the Himalayas. The first leg (we did the first 2 last session) entails a relatively simple but long switchback effort up a steep red clay cliff face to get to the frozen permafrost of the highlands. Their journey moves (the hired Sherpa = auto 10/success on Navigate move) were all successful; Scout/Navigate/Manage Provisions.
Darkbard's Paladin (Alastor) was the Scout. When he gets a 10+ on his Scout move, he gets to pick from a menu of results. Those results intersect with the Navigate results (which are resolved after Scout). Because he knows that Marwat is the most accomplished guide in the territory (he's guaranteed a 10+ on Navigate), this affords Alastor the player to do 1 of 2 things; (i) flash-cut to Camp 1 as the initial part of the journey is over or (ii) request the GM to introduce a Discovery (
an interesting site that is not an immediate threat but could be beneficial or a threat given exploration of it).
He chose Discovery.
So that is my cue to generate some fiction with the above constraints (and that hews to the rest of GM's constraints/directives). Darkbard has placed many irons in the fire for Alastor in terms of proselytizing at this point (he has a pair of Clocks with separate Hirelings/Followers). His real life wife has a soft spot for the downtrodden and young females without parents (akin to her own beginnings). Further, this journey is EXTREMELY Gear and Ration sensitive. Things will go very pear-shaped as these things ablate in the course of the journey. They're
precious.
So my brain goes something like this:
* Uh...shrine to deities for prayer and respite for the pilgrims making the journey...yeah, that's good...what else, self?
* Young, completely unequipped to make the journey (in all ways, but particularly gear), sisters. They're desperate...but from what?
* They lost their parents at a young age and have been drifters ever since, the eldest sister taking care of the youngest...living Cinderella-in-the-cellar servant lives just to survive at all. The last segment of their lives was getting taken advantage above by a brutal book-keeper. This is it for them. They're at a crisis of faith and all other things. They're praying for a "miracle from the mountain" (this is why pilgrims make this journey).
* Their worn boots/outfits won't hold much more than a day. Maraqli (the Wizard) gives them an extra pair of boots she's stowed for the journey, spending 1 of their precious Adventuring Gear to do so. This says something about Maraqli (and will trigger a Bond to be constructed that is a mechanical carrot).
* Alastor has to make his "Observe Memna's Pieties" move. He courts the girls with the strength of a believer and prays with them. He gets a 10+ so he gets his Quest Boons and another boon. In this case, I subbed his normal boon for something thematically appropriate here. When they finish their prayer, he sees a cache of Rations behind the altar. No one is certain if they were there before...maybe they were, maybe they weren't. He, of course, interprets this as an act of mercy from his Goddess. He gives the cache of Rations (which would certainly help bulwark their journey) to the starving girls.
This triggers a host of mechanical effects and attendant fiction (I'm not going to get into each of them). Suffice to say, his targets of proselytization move onward in their track toward inspired disciples and he's gained two more. And (like Maraqli, xp triggers will be ticked or new ones are in play).
And now we've got a potential Bookkeeper-as-villain for later (which is thematically tied to Maraqli).
All because of the intersection of snowballing aspects of play: a 10+ result of a Scout move + player-decision-point + GM framing + subsequent decision-points + subsequent action resolution.
None of this stuff existed before this journey (the shrine, the desperate sisters, the proselytization, the bookeeper villain, the extreme act of charity by Maraqli...and this was all perpetuated by the game engine with its PC advancement mechanics).
EXAMPLE 2 - Blades in the Dark game with @hawkeyefan and @Fenris-77 (this one should be more familiar to you)
Their last Score saw the Gang dealing with a Demon to pilfer some forged portraits of various members of nobility that were to be deployed in an extortion racket (in that they were alleging to depict true, scandalous scenes of various members of nobility in profound debauchery) before that extortion racket could unfold (which would thereby allow the nobility to have the "out" of buying off the manifestation of the scandals). This was for a combination of the typical Payoff in Blades (Coin) but also a vial of Demon's Blood (which will aid hawkeye's PC in his Crafting of a prototype item - he's a Leech, which is an alchemist/inventor type) and the ability to remove an annoying Clock with a Faction called the Dockers (as they framed the two guys from that Faction that they had a problem with) in the stead of gaining Rep (which you need to advance Tier).
So they did it. They gave the portaits to the Demon.
So what now? Why did this Demon want the portraits and how did the Demon manifest in the first place. We settled on:
* The Demon wants the nobility to suffer the consequences of these portraits (so remove their outs - eg remove the extortion racket component of this).
* The Demon was summoned by many sacrifices in Barrowcleft (where the Demon resides...tethered to its bridge).
Now the fallout of this could be significant for many different reasons, as follows:
1) Death is a big deal in the haunted, post-supernatural apocalypse city of Duskvol. If the Spirit Wardens can't track down (there is a localized "gong" when someone dies and a deathseeker crow flies from the belfry to the ward where the death occured) a corpse in time to secure it and have it cremated in their special crematorium, a spirit becomes loose upon Duskvol (the afterlife has been obliterated, so no spirits pass over anymore).
...we've got a lot of corpses here.
2) The nobility (really, in this case the City Council Faction is impacted by this.
3) Who killed all of these people?
So now...I have to go to the mechanics to resolve what emerges within the setting from the aggregation and intersection of all of this stuff.
In Blades, when something happens that involves the offscreen/forces that aren't the PCs specifically or their Gang/membership, this means Fortune roll formulated by the intersecting Factions and Magnitude/Scale/Potency.
When I did the maths, I settled on 1d6 Fortune Roll:
+ Spirit Wardens are Tier 4 (4 dice) + 1d6 * 3 due to assists from (The Ministry of Preservation, The Imperial Military, The Sparkwrights) for 7d6.
- The most important thing opposing them is the Scale of this event (a city block = 6 dice).
= 1d6 Fortune Roll.
They players rolled it. They got a 1-3. Which is a failure. In this case, a Bad Result. Given all that is in play, I have to move the situation in Duskvol forward appropriately. Now THIS is going look familiar to you. Not everything in Blades is centered around the thematic portfolio of the characters. This game does an incredibly good job of marrying Proper Sandbox play (mechanically hefty sandbox play) to Protagonist Play. Here, I have to extrapolate naturalistic consequence. The PCs are likely to have zero to do with the resolution of this emerging issue in Barrowcleft. They have an ever-developing menu of Scores to undertake. This is a 0 Tier gang that is much more likely to Grift (they're Grifters) or Steal (etc) than "Ghost-bust." If they don't involve themselves, we'll just handle "The Barrowcleft Disaster" as a Tug-of-War clock (with that 1d6 Fortune Roll) every Downtime to see if the city's concerted efforts can resolve it or if it fundamentally changes the setting.
But this is how the game works mechanically, and so we tally up the fallout of (a) portraits of members of high society strategically placed throughout Duskvol for maximum exposure and (b) a disturbing body count (with more still unaccounted for) in Barrowcleft.
1) Within 2 days time, word on the street and sensationalist headlines in the paper have crushed key members of the nobility. Some are in outright hiding. The City Council drops from Tier V to Tier IV.
2) The situation in Barrowcleft is an absolute disaster. Think Chernobyl meets NYC in Ghostbusters. The Spirit Wardens are overwhelmed with the poltergeist count. In a positive feedback loop, more are dying due to the haunts. This the breadbasket of the entire city with the Radiant Energy Farms. The Ministry of Preservation is desperate (and under imminent threat of losing Tier) as the looming specter of food shortages and famine have moved from hushed conversations in their offices to the street. A refugee crisis is underway as folks are being moved out in stages. The Imperial Military has set up makeshift barracks for troops to contain the crisis and triage for the harmed. The Sparkwrights are setting up emergency containment barriers but the process is slow. The Military, the Sparkwrights, and the Spirit Wardens are deputizing brave members of Duskvol (equipping them with Warden Masks - mitigate ghost manifestation effect, electromplasm pulse rifles, and electroplasm containment units..."I ain't afraid of no ghost"), paying them large sums to capture the spirits. But even that isn't working because not enough are coming forward and those that are losing at a bad "make more spirits : trap the spirits" ratio.
3) There is background noise of worry about a serial killer on the loose (those missing are overwhelmingly laborers and "Ladies of the Night" from Silkshore...but there are waaaaay bigger fish to fry right now.
By reading this you can't do anything such as change or kitbash rules or define setting so as to make the game your own (yet the players, it seems, can to some extent do the latter), you can't present any sort of mystery for solving or later reveal, you can't present the players a living setting that has things happen - both now and in the past - independent of the PCs and-or their actions meaning said PCs and their players are largely operating in a vacuum beyond the here-and-now, and if by "naturalistic extrapolation" you mean "if the PCs do x, then y happens; if they do not, z happens" then their actions (or lack of) have no future consequences. What's the point?
Also, from the player side, no secrets = no mystery = no reason to pay attention.
People complain that some DMs would be better off as novel writers and in fairness, all too often those people have a point. However, I think it might be time to turn that same statement around and point it at the cadre of players whose primary interest is delving into the angst and emotions and troubles of their own PC: those players would be better off just writing a novel.
On this:
I'm certain that the Blades approach is INFINITELY more palatable for you.
However, I'm also wondering about how you feel about the systemitized resolution of these Offscreen/Non-PC setting issues are resolved. Instead of just doing some abstract, qualitative pondering in the GM's head and then they just move the pieces at their discretion, there is an actual formula for resolution, replete with constraints for "reading the tea leaves" when you interpret the results of the Fortune Roll.
Then, the subsequent effort is handled via more Fortune Rolls and a Tug-of-War Clock during Downtime (and if the PCs involve themselves, they'll tick the clock positively toward averting the disaster). In your game, again, I'm sure this is just abstract, qualitative pondering and extrapolation by the GM (rather than encoded and constrained resolution).
How do you feel about this? Do you think encoded and constrained resolution for this kind of stuff is something you could enjoy or do you think its no bueno.