Weirdly, @Bedrockgames has posted two replies to my posts but then put me on ignore so I can't read them.
I haven't, and as you initially used the word "town" I was assuming something bigger.Have you ever lived in a village of 100-odd people? I have. It doesn't take long to know everyone.
Once any surprise situations are resolved, or if the PCs saw them ahead of time, the trolls are a known part of the scene and the setting and it's on the players/PCs to find a way to somehow deal with them. Combat is one option, and most games have reasonably robust mechanics for this. Escape is another, and some games' mechanics handle this better than others. Etc.Do you extend this objection to players trying to declare other action that will get them out of sticky situation, such as (say) attacking the trolls that are trying to kill and eat them? That will also change the setting - if the players succeed it now contains dead trolls and live PCs instead of live trolls chowing down on roasted PCs.
I really must applaud your astute trapfinding skills.I am not going to be lawyered into adopting your language.
I grew up in a town of approximately 400. Even there everyone knew everyone else. THE cop once pulled my father over when my dad got a new car. The cop was like, "Oops, Marc. I didn't know it was you." and let him go. When I had a library book that was due, I just walked to the librarian's house which was closer than the library and left it with her.I haven't, and as you initially used the word "town" I was assuming something bigger.
I can imagine a small town in my head with residents, a layout and geography. This place exists in my mind external to the players. And the players can explore it in the game.
No one is saying it is a thing in the real world. What people are saying is you can map out a world, run a world, so it exists outside the players as an idea that is explorable.
The game world being constructed doesn't preclude it from existing outside the players. In fact if the game world is the domain of the GM to control, it naturally would exist outside the players. In fact if the game world is the domain of the GM to control, it naturally would exist outside the players.
The shared fiction, by which I assume to mean that which is occurring at the table in the setting and more broadly the setting itself, is far up wide a category because you make it impossible to distinguish between the shared reality being established at the table and the world created by the GM that is informing that reality.
You say in these passages that the world created by the GM - that s/he imagines in his/her head - is informing the shared fiction (= the "reality" established at the table which no one is saying is a thing in the real world).The GM's job here is to create the sense of a real world
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I think when you keep describing it as 'the fiction' you miss on this aspect of exploring what is in the GM's head and what they understand about the world
This isn't a fair characterization of what I am trying to say
I found your post that quoted me multiple times with its lawyerly tone very infuriating.
It's not "trapping" or "lawyerly" to take someone at their word.What level Rogue are you, anyway?
It's not "trapping" or "lawyerly" to take someone at their word.
@Bedrockgames has asserted - repeatedly - that the GM, in his approach to RPGing that he calls sandboxing/"living world", imagines a world and then somehow conveys a sense of that to the players. But he denies that, when this happens, what is taking place is that the players are learning what the GM is imagining. It's human, not lawyerly, to be confused by that juxtaposition.
This is where we part on our opinions. Some well known authors have said stories are not written they are rewritten. As analogy in this case it makes sense. My point is that crafted fiction done ahead of time and thought through carefully will be better than off the cuff fiction on average. Now you can find a really bad crafter and a great improver and that might be an exception. I'm saying on average.I agree fully with what @Ovinomancer says about this.
If the GM is just writing stories for him-/herself, that may be fun for him/her, but doesn't make any difference to the fiction that is established and developed at the table.
And conversely, as a GM I can introduce rumours or gossip or whatever else I want to without establishing any further backstory.
I understand how you do it. Each player, including the GM, at various times asserts some truth about the fiction and it is built up from that. I am not in the dark about your style.Here are two fairly recent example from my Classic Traveller game:
* The players met Milo, an entrepreneur and explorer from the the world of Taxiwan. I told them that he had made his fortune through a computer skills training business. But what are the details of this? How is to be reconciled with the fact that Taxiwan has only a rudimentary starport and so isn't going to support the migration of very many computer technicians? Etc? Dunno. This can be worked out in the future if needed.
* The players heard rumours that an Imperial armada is in pursuit of them and will soon arrive where they are, across the galactic rift. Is the rumour true? Has it been deliberately spread? Etc? Not sure. There are various obvious and not-so-obvious possibilities that probably will be worked out in coming sessions.