clearstream
(He, Him)
A doubt in my mind about that is that in my copy of BitD I count about a hundred pages of overt background, and (to the game's credit IMO) almost every element is steeped in the narrative ink of a very specific world. In my copy of Stonetop, I've counted over 200 pages of overt background, and again much or most of the rest of the game text is very opinionated about what world we're in.And rather than "authenticity" I think that these games are built in a way to lead to an emergent story rather than a structured story. All of the players - including the GM - are participating in the structured improv game and so there can be an emergent story that nobody at the table had planned - including the GM. In a railroad game you don't have emergent story because the GM is guiding the story down a certain track. In a traditional sandbox game you get an emergent story, but the GM may not get the same level of surprise at the emergent story because of the level of planning they've already put into the game. They've put potential story elements into the world and then, while they may be surprised by how the players interact with them, they have some expectations. In an improvised game where planning is minimal everyone at the table participates as the story is built as you play and nobody is in control of the narrative at all.
My doubt is as to how one cleanly separates out background prepped by game designer from background prepped by sandbox GM, so that we can differentiate the latter from the former in the specific ways you describe? As a GM who knows BitD's game text, I wonder how I avoid being unsurprised in the ways you have associated with sandboxes?
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