And you think the description you just provided didn't come complete with a value judgement on "which is better"?Well…. There is certainly an element of that in these discussions. An immediate reaction to anything that even whiffs of negativity, intentional or not must immediately be addressed is a good example.
“Guessing” is exactly what map and key adventurers are at their base. That’s not really debatable. Where is the Macguffin in the dungeon? Wander around mostly randomly looking for clues that eventually lead you to it. It might be informed guesswork but it’s still guesswork.
Which is generally not how non-trad plays. You KNOW where the MacGuffin is. You often can tell the table where it is. Getting it isn’t the goal of play. How you get it is.
This seems very paranoid to me.I'm only hearing of this phrase now. It seems matter-of-fact as a descriptor, but clearly it is intended with undue derision towards what I can only guess to be aimed at sandboxes.
Okay. So we fundamentally disagree on the remise. Of course our conclusions are going to be different. The premise being whether 'guessing game' is implied in 'map and key'.
Ditto. I've got no idea what "guessing game" has to do with it. I mean, flattering as it is to be the object of all this speculation, it's also pretty bizarre. There seems to be some sort of weird projection on your part.Let's take a step back - Do you agree there is an implicit expression of 'guessing game' present in the 'map and key' term?
It's interesting to reflect on how play changes when it is still map-and-key based, but the map, and perhaps parts of the key, are known by the players as well as the GM.To me, there’s a map of some kind… the physical space in which the events of play will take place. This can be a dungeon or an isle or a keep or a glacial rift or whatever. And there’s a key… a summary of the features of the place, and the creatures and objects within it.
I don’t know how guesswork comes into it. Do you mean that the players don’t know the entirety of the map and key? I would agree they don’t, but I still don’t see what guesswork has to do with it.
I replied to a post where you asked what "map and key" means. I answered. I'm sorry that you found my answer insulting.Do you have any idea how insulting this post is? Did you think I literally needed a definition of what the words, "map" and "key" mean?
The extreme polarisation that emerges out of the attempt to criticise RPGs is worthy of criticism in its own right.'Map and key' describes exactly how I have GMed MERP and AD&D in the past, and how I am GMing WFRP 1e right now. Any negative inference is as far as I can see entirely in the mind of the responder.
Seriously?I think I've just realized one issue with your terminology here: the consistent use of the word "constrain" (which really does come across as rather negative) instead of the more neutral "define" or "inform" when speaking of how map-and-key affects framing and resolution.
Even assuming a fully secret map-and-key, I think the degree of guessing can vary quite a bit.“Guessing” is exactly what map and key adventurers are at their base. That’s not really debatable. Where is the Macguffin in the dungeon? Wander around mostly randomly looking for clues that eventually lead you to it. It might be informed guesswork but it’s still guesswork.
And you think the description you just provided didn't come complete with a value judgement on "which is better"?
I've never done map-and-key in Burning Wheel.My Burning Wheel game is largely propelled by using the GM principles in the book. But sometimes it makes sense to make a map, and key it, and that session or three moves to a "map and key" mode of play.
That is what I had an issue with, the connotation associated with, "mostly random" and "guessing". The latter term I got from @FrogReaver , and assumed (perhaps incorrectly) that it came from you. If I am wrong about that, I do apologize.Even assuming a fully secret map-and-key, I think the degree of guessing can vary quite a bit.
That said, "guessing" can have a wide range of meanings. But I think "mostly random" guessing or wandering can be distinguished from inference based on other information.
In my Torchbearer game, for instance, on at least two occasions the players have had their PCs do research during Town Phase (thus paying the associated Lifestyle Cost and making the appropriate Scholar tests) in order to get information that has enabled them to make inferences rather than just guess randomly. When I (as GM) provide that information I base it on what is in my map and key: so it reduces the "hidden" character of the "gameboard".

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