I think @pemerton has at least implied that description applies to other styles of play that are primarily GM-authored, as well. Pretty much anything where the GM has primary responsibility for the setting, if I understand right (and I'll hope to be corrected if I don't).Yes, I agree. I think in this case, pemerton gave his idea of what this style of play seems to be. This is a conclusion, I expect, that he's come to as a result of playing that kind of game. He's boiling it down to it's basic parts and looking at it, and saying "this is how this seems to me".
The thread topic is about GM notes and the purpose they serve. We know what purpose pemerton seems to think they serve in games that have been describd as sandbox. To be honest, it still seems pretty accurate in my book, although I agree that yes, there is more to it.
I'm not sure it's as large a part of the game as you seem to, and I think it omits what the GM is doing. I think the GM is also plausibly doing some combination of A) discovering their own conception of the world, B) discovering the players' conception/s of the world, and C) discovering the players' conception/s of their characters.Sure. Isn't that largely what the players, via their characters, do? In my 5E D&D game, it simply is. Is there more to it? Yes, of course.....my notes (as they are) consist of lots of input from the players. So it's not solely my creation. But I am the one that acts as the kind of filter for everything. It all comes through me, for the most part. The players in D&D are not really free to establish details in play or the thrust of play without me making it so.
How much the players can shape the thrust of play--or even details of the world in play--seems to depend a great deal on the DM. In an AP, not much. In a sandbox, possibly a great deal (depending on how detailed the DM's prep is, I suspect). In my games, the players have a lot of say in the thrust of play (it seems to me) even though outside of establishing things as parts of their backstories they don't get much direct say in the setting.
I think there's a lot of range covered by "how those may influence the GM's ideas." There's a difference between working out a nemesis' offscreen actions and developing an entire servitor race to satisfy a PC's revenge arc.Yes, I absolutely agree. But the GM is absolutely vital to the process more so than any individual player. Again, this is neither good nor bad, it simply is. Many games have the GM as the primary source of the fiction, with the players only contributing through the actions they declare for their characters, and how those may influence the GM's ideas.
I'm fine with "fiction," though phrasings that capture the shared nature of it I find more aesthetically pleasing. I persist in thinking that focusing the phrasing on the GM's notes (or conception of the fiction (or whatever)) undersells the importance of what the players provide. The setting (what I bring) is not the entirety of the fiction; I'd be inclined to say it's not even the part the game is about. The game is about the characters and their actions, in pursuit of their goals and/or needs.The kicker to me seems to be that the folks who balk at permerton's idea of playing to find out what's in the GM's notes are also folks who will acknowledge that the GM is the primary contributor to the fiction. Or the imagined shared idea space.
These two things seem to largely be the same thing, to me.