I would say there is a huge overlap between the living world, skilled play, heavy prep crowd. Not an absolute overlap but an overlap.
Probably a safe assumption, although I'm sure there are plenty of exceptions. But yeah, prep heavy seems to be a pretty common approach to games that are about skilled play in the classic sense, and also for sandbox approach as it's been described often in this thread, with the GM as the primary authority on setting.
That is a good point. I've read a lot of different games but I have tried playing a Story Now game. I just now willing to invest in a campaign to play something that doesn't really seem my cup of tea. I do think I understand the game and I can see where some people might enjoy it. It's a big paradigm shift from traditional D&D, heck even roleplaying.
I'm a rules collector so I own all sorts of games I don't play. I'm keeping some of these small outfits in business I think. ;-).
Do you mind if I ask what game you played? I do think it's a paradigm shift in some ways, but not so much when it comes to roleplaying. If we mean in the sense of adopting the role of a character within the fictional setting of the game.
We definitely agree on this point.
It was bound to happen at some point!
I think here is where "the fiction" and the "living breathing world" part ways. The living breathing world includes all the off camera people, places, and events. Some of which could affect the PCs overtly, some in subtle ways and others not at all. We view this living breathing world as a thing apart from what you are calling the fiction. Now you've defined the term "the fiction" so you are right by your definition. To me the campaign setting is an entity apart from just what happens during the session.
Those of us who think as I do believe these non-fiction parts of the campaign setting, the living world, ultimately make the fiction better. The GM would be the conduit for why it's better. For the same reason an author knowing her world really really well far beyond what she reveals to the reader, is a better author. The touches of verisimilitude come more easily from a wealth of knowledge. At least that is my take.
So this is where I don't know if I would agree. If the fiction is just the made up stuff that happens when we play, and the living breathing world is the setting in which we play (I think?), then I don't see how they split.
If the setting includes all the off camera stuff, then I think the answer to the question "what is the point of GM's notes?" becomes pretty clear. They are the world. The players then discover that world through play. But may objected to this idea.
Now, I have ideas that are "off-screen" when I run a more story now focused game like Blades in the Dark. Some of these things will influence the fiction (the make believe happening in play) in ways that are indirect, and so they aren't yet established as being true within the fiction. My intention may be that they are, and I may be having the world behave that way. But prior to actually revealing this thing, it could change. Maybe a better idea occurs to me, which also fits with what's happened in play. Maybe my players veer away from this thing and explore other ideas, and then by the time we come back to it, another idea has come along that makes more sense. Any number of reasons could actually come up.
If we treat our notes as inviolate.....that they are established as part of play as much as the things that come up during actual play.....then again, I think the answer to the question about GM notes becomes very clear.
I see the Story Now crowd not even having the same objective. They aren't trying to achieve what I am trying to achieve in my games. The joy for them is the organic evolution of the story where even the GM is learning about the world. They like that and that is why they like those games. At least that is my take.
Well, what are you trying to achieve in your games? You've touched on it, but what would you say are your play priorities? Maybe top three.
For me, when I play a story now game, it's something like this:
- Have fun
- Be creative with my friends
- Play my character honestly, and learn about them through play
That's probably not incredibly different from when I play a more traditional game like D&D which would be something like:
- Have fun
- Be creative with my friends
- Play my character and overcome challenges through play
It is a well established truth that authors who know their world well before writing are more likely on average to produce a compelling and immersive world. That point is not really all that disputable. So in a game, of course there are differences but the ability of the GM to interact with the PCs still benefits for the same reasons with a good knowledge of the existing world. That is the point we are making. That solid reliable world information is a great foundation for making better judgments and providing better info to the PCs as they progress through the world.
I'm not really sure what you mean by objective as that seems like a red herring. When I say more "real", I am saying "easier to suspend disbelief" just like you do when reading a fantasy novel. We all know the fantasy world is not real but we still come to care about the characters and the world. If you are going to get your PCs to care about the world, and if they do care they will be more immersed and more engaged, then that world needs to feel real to them. You are aided in making it feel real to them by having a good foundation of prep that guides your answers.
Edit:
I was once told by a player in one of my campaigns that my setting just felt more like a real place than any other they'd played in. They couldn't say why. It was just a feeling. It's a feeling I want to foster in all my players.
I don't know if this is "well established" at all. There is some amount of similarity in what an author does and what a GM does, but there are also significant differences.
Imagine if an author had to simply release a chapter to the audience on a weekly basis, and allow them to make changes to it, and to shape what could follow based on these changes and their ideas. Then he has to write the next chapter, and release it the next week.
That process is incredibly different from writing and revising and editing and rewriting and so on. Also, there's nothing stopping a writer from changing the "backstory" or setting information that informs his story to suit the needs of the story. In other words, he's free to make the changes he needs to tell the story he wants to tell.
I don't expect any author is going to say that the most important part of their book is the stuff that didn't make it in. No.....the story is about what's in the book, by its very nature, that's the important stuff. Anything else is there to serve that.
I'd say the same for GM notes.