Faolyn
(she/her)
You removed the rest of my post, which should explain why.Why?
As GM, I can introduce an element in to the fiction (say, as part of framing; or in the AW/DW context, as a soft move) which is that the PCs hear that some enemy of theirs found the spellbook. Or I can make a hard move - a NPC they're confronting them blasts them with a spell that could only have been learned by studying Evard's spellbooks!
Making these moves doesn't depend on any "placing" of books whether or not they're found.
If the books have no purpose other than to be found by the players, then whether or not they exist can be resolved by a die roll when the players look for spellbooks.
If the books have a purpose beyond the players--which would include some enemy of theirs finding the spellbook--then they should exist, whether or not the players find them.
Here's what you wrote before, to refresh our memories:
So my questions are, in Burning Wheel:So, consider Burning Wheel. Suppose that I'm playing Thurgon, and Thurgon is in Evard's abandoned tower, looking around while Aramina regains consciousness (having overtaxed herself trying to cast a spell fighting off a demon that was loitering near the tower). One of Thurgon's Beliefs is Aramina will need my protection, one of Aramina's Beliefs is I'm not going to finish my career with no spellbooks and an empty purse! while another is I don't need Thurgon's pity. Thurgon's other Beliefs and Relationships include stuff about his family and his mother, Xanthippe. So I declare an action for Thurgon, "I look around the tower for spellbooks."
Now first, the GM needs to decide whether to "say 'yes' or call for a roll of the dice. Noticing that spellbooks are a key thing for Aramina, and knowing about the complicated relationship between Thurgon and Aramina, the GM sees straight away that something is at stake here, and so it would be inappropriate to say "yes". So a roll is called for. If it succeeds, then intent and task are realised: Thurgon finds spellbooks for Aramina. But as it happened, the roll failed. So the GM narrates a consequence in accordance with the rules, which state that the focus of failure should be on intent. So the GM say, "You don't find any spellbooks. You find some letters in a child's writing, apparently written to Evard, that address him as "Daddy" and are signed with an X". I can't recall all the details any more, but it's pretty clear that "X" is Xanthippe. In other words, it seems that the evil wizard Evard is in fact Thurgon's maternal grandfather!
- Did the spellbooks exist prior to Thurgon and Aramina entering the tower?
- If no, did they begin to exist once Thurgon decided to look for them?
- Since Thurgon didn't find them, what would happen if Aramina decided to look for them? Would it be appropriate for the GM to say "yes, Aramina finds them" after Thurgon failed to, or would a die roll be required here? And if so, why? Or does Thurgon's roll mean there are no spellbooks at all in the tower, no matter what?
- Would it be appropriate for the GM to say "yes, Aramina finds them" if she had been the one to look first, not Thurgon, because of her belief about wanting spellbooks, because this belief is potentially less complicated than the relationship between Aramina and Thurgon?
- Doesn't this have the effect of PCs delegating these tasks to PCs with the appropriate beliefs/skills/whatever? Which yes, happens in most games, but seems odd for what you've said about BW.
- If Evard is a wizard (I think you said something about Greyhawk once, suggesting this is that Evard) and this is in his wizard's tower, then shouldn't there be spellbooks there regardless of die rolls?
Now, I can understand the GM deciding that spellbooks existed on the spot. In my MotW example, the adventure (which I pulled out of the Tome of Mysteries, since it was my first PbtA game ever) mentioned the monster's resting spot/shrine in the basement of the house, but didn't describe it in detail, so I figured he probably kept other ritual things there. I didn't plan out what was there before the game started, but as the game went on I realized that the details of the ritual (i.e., his spellbook) were probably kept there. Since there was a logical reason for a particular NPC to go into the house, I also figured that that NPC would take the ritual things (if the players didn't go look first), which would then cause some problems later on. There is, however, no reason for the PCs to hear about this. It's a modern-day game, there were missing person cases that ended up being ritual murders, and the NPC in question is a cop who logically would search the perpetrator's house; the players aren't cops and aren't going to hear rumors of what the police have in their evidence locker. Especially since one of the PCs was really rude to that cop.
But this is slightly different than randomly rolling to determine if the ritual/spellbook even exist in the first place. It was logical for such a ritual to exist in my game; it's just that, for some reason, the players didn't think to look.