I think generally a fair number of people who do not have much experience with general use indie games like Burning Wheel or Apocalypse World tend to oversell how focused indie games are and dramatically undersell how many mostly unspoken expectations inform most mainstream play. I kind of blame a decent portion of this on indie community overselling the notion of the focused game and no real counter marketing now that it is substantially less true.
Speaking personally I know that when I run something like Scion, Exalted, or L5R I would be extremely careful about making the sort of hard moves, dramatic consequences or aggressive framing I utilize when running indie games. I think it's really important to give players more room to think things through as a group in more traditional/mainstream games. I am also a lot more careful about the sort of questions I ask players and how I ramp up tension.
When running Blades in the Dark or Apocalypse World I do things as a GM I would not dream of doing in D&D.
I suspect that one reason Fate gets a lot of backlash is because of how it sits in the overlap between more mainstream games and story games. Fate, for example, has a lot of GM advice, guidelines, and principles that are perfectly at home in story games. There is also a lot of player authorship, whether they are declaring a story detail, conceding a contest, or discovering aspects.I agree 100%. The games you mentioned play very differently. There's a lot of debate over games like Fate, but Fate plays very much in the traditional space, and is as close to DnD than it is to BitD, for example. I bring up Fate because of the backlash it often receives as not a true rpg, and because I play a lot of Fate. Aspects, fate points, etc. are really just game mechanics. At its basic core, it follows the traditional rpg play loop. This is true for the majority of games, but not true for the games focussed on story now/protagonist play, or whatever the best term is for these games. The participants' roles and expectations are not the same as in traditional RPGs, and is an actual shift away from traditional play. I think this gets missed because people enter the conversation with traditional play in mind.
Are you able to give some examples? This is a topic I think I (at least) would benefit from discussing more.Speaking personally I know that when I run something like Scion, Exalted, or L5R I would be extremely careful about making the sort of hard moves, dramatic consequences or aggressive framing I utilize when running indie games.
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When running Blades in the Dark or Apocalypse World I do things as a GM I would not dream of doing in D&D.
I thought this was a pretty decent and fair overview of the two styles. You don't often get that.Now, these are different games, and neither is right nor wrong. Different people may favor one approach over another. Some players may balk at having any ability to help shape the game's fiction in any way beyond character generation. Some GMs will struggle to come up with ideas if they're not determined ahead of time.
But ultimately, there are notes involved in both instances, and those notes inform play. It just seems to me that they do so in different ways.
I generally agree with this, though I think I would say that I also want to learn how the players conceive of the world.the GM has goals, intentions, and priorities, and their experience of play of this sort doesn't have to be limited to "play to discover the notes."
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if the players are playing to discern my conception of the world--which I think covers both "see what's in my notes" and "get me to make something up"--then maybe it can be said that I'm playing to discern the players' conceptions of their characters; I'm playing to find out what the PCs do. If I just wanted to world-build (or otherwise conceptualize settings) I wouldn't have to run a TRPG to do that.
Maybe another part of the fun for the GM--other than seeing what the PCs do--is the rush of spontaneous creativity
The layout of a starport has never come up for me and my group in twenty sessions of Classic Traveller play. On a few occasions its been necessary to tell the players, whose PCs are in one part of the starport, that they can see something else happening there (eg a vessel landing or taking off). I've always just narrated that, using contemporary airports as my reference point.@pemerton example about using Traveller World Stats is why I make sure I highlight the "Bag of Stuff" when I discuss my approach to running sandbox campaign. As referee we are not omniscience Gods just normal folks with normal abilities ranges of being able to remember stuff trying to have fun with a hobby. But when players go left instead of right we are confronted of having to come up with details great and small one the spot.
A way to overcome that is to develop a mental "Bag of Stuff". A bunch of generic locales, characters, and personalities that you can put out, tweak a bit and use on the spot. It is rare to have to come with everything needed so often sufficient to just record what you do say and then later flesh it out to whatever level of detail you think is needed or find fun.
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From Traveller it things like different type of Gas Giants, planet types, settlement types. How many ways can a Class E starport with a single building, some tanks and an unimproved landing area can be laid out?
My main interest is in reflecting, in plain terms, on who is authoring the shared fiction. So I always take it as a premise that the fiction has to come from somewhere.the vast bulk of @pemerton's posts (or an oft recurring underlying motif) has mainly been challenging related ideas pertaining to GM vs. player authorship in sandbox play in regards to creating a consistent or living world.
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It is not that GM-authored is bad, but, rather, that player-authored is equally valid. He is primarily "hostile" about anything that questions the validity of his own player-driven play, particularly coming from more traditional GM-fiat perspectives
I thought this was a pretty decent and fair overview of the two styles. You don't often get that.
My reaction as both a player and a DM is that I would vastly prefer the former.
I think one aspect of the latter is that the authoring the fictional setting's notes as the session rolls along is a major payoff for that style. It feels to me like a collaborative crafting of a story. I think in the latter you'd be far more likely to see a disconnect between what the player thinks is cool and what a character played by that player would want. Playing this way means you must devote a good bit of your energy to being a setting author.
For me, I'm more into the game aspects of roleplaying. So I want my skills as an adventurer to be the focus. I want my tactical and strategic planning skills to be challenged. I want to feel like I genuinely overcame a real challenge to be victorious. This synergizes with the character viewpoint I think.
I agree that what one person thinks is fun is different from another person. I'm just stating what I'm after when I roleplay a long term campaign.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.