Yes.I wanted to query - by "where it is present" do you intend the implication that it need not be present?
Yes.I wanted to query - by "where it is present" do you intend the implication that it need not be present?
You can't "explore" or "discover" what's not there. So if play is focused on discovering things, someone has to put those things there. Putting those things there: loading. Doing it in advance of play: pre-. Hence "preloading"!
I gave particular examples. The drama in DL is put there in advance of play, via the plotting of the story. The stuff that one might discover and re-discover playing a FR campaign, from knowing the heraldry of Cormyr to enjoying an interaction with Elminster, is put there in advance, via the work of Ed Greenwood et al. Likewise, the work on creating metaplot in the setting is what permits players to enjoy experiencing it, and knowing they are experiencing it, in play. In the case of a more "mechanically" or "system"-focused sim, like RM or RQ, the "pre-loading" takes the forms of writing the possible results of actions into the resolution tables/processes. Both make a particularly big deal of combat.
Tables and NPCs are the two I would focus on here. Those are by no means limited to sandbox or sim in my opinion.Do you have examples in mind?
I'm aware. I'm not setting out to post about sandbox play in particular. I'm answering your question about what "pre-loading" is.Keep in mind the plotting of story as seen in stuff like Dragonlance (which I am not knocking to be clear) would be seen as quite antithetical to most sandbox campaigns.
Sure. This is orthogonal to the notion of "pre-loading".more critical to sandbox is the promise that the players can set their own goals, do what they want, go where they want (obviously within the constraints of what is plausible).
How are the responses to player actions decided? If the goal is to extrapolate so as to produce the sorts of results that notes and tables might, then we have sim of the sort I described just above. If this is done using, roughly, the sorts of principles set out in Apocalypse World, then you're playing narrativist. In this latter case, one thing you might find over time - at least in my experience - is that using the sim methods (tables, notes about what X will do in situation Z etc), and extrapolation intended to emulate sim methods, will get in the way.So a majority of the time you are creating in response to player actions. Even when you create material between sessions that is often a direct result of what the players are choosing to focus on.
I think my reply to @clearstream, where I used the term, was pretty clear. I was discussing how it is that simulationist play achieves the goal of having internal cause be king.if preloading includes everything from the lists provided I am not sure how useful it is as an idea.
I'm aware. I'm not setting out to post about sandbox play in particular. I'm answering your question about what "pre-loading" is.
In the context of a sandbox, as I understand the standard approaches (based on my own experience, plus reading around), the "preloading" would consist in the methods for working out what happens next, which will be a mixture of GM notes (eg "If X is approached about Y, then X will do such-and-such"), the use of tables (eg reaction tables, events tables), and GM extrapolation and decision-making intended to emulate the sorts of results that notes and tables would produce if they were available.
Sure. This is orthogonal to the notion of "pre-loading".
How are the responses to player actions decided? If the goal is to extrapolate so as to produce the sorts of results that notes and tables might, then we have sim of the sort I described just above. If this is done using, roughly, the sorts of principles set out in Apocalypse World, then you're playing narrativist. In this latter case, one thing you might find over time - at least in my experience - is that using the sim methods (tables, notes about what X will do in situation Z etc), and extrapolation intended to emulate sim methods, will get in the way.
I think my reply to @clearstream, where I used the term, was pretty clear. I was discussing how it is that simulationist play achieves the goal of having internal cause be king.
In short, you can through authorship. In order for players to explore or discover what's not there, they need the freedom to say what is there.You can't "explore" or "discover" what's not there.
If I understand your use, yes this does exist in sandbox play but that is maybe half of what is going on. Improv, spontaneity, creating things in response to what the players are doing is at least 50 percent of it in my view.
If you find it helpful, you can envision and write down the main narrative steps in your quest. What journeys must you undertake? Which enemies will oppose you? What information must be found? Who do you need help from?
Your outline should give you ideas for the scenes and challenges which can be part of your quest, with each major step an opportunity to make the Reach a Milestone move (page 100). However, you should consider it a sketchy, unreliable plan at best. It is like an ancient map with “here there be monsters” written in blank spaces.
If you are a GM and have some ideas for challenges and events in the quest, make note of them. However, don’t get locked into a specific path which must be followed. Whether you are a GM or a player, leave yourself open to surprises, new ideas, input from others at your table, and the whims of fate. Be prepared to toss even the mostly loosely defined plan out the window.
Put simply, play to see what happens.
But if preloading includes everything from the lists provided I am not sure how useful it is as an idea. The examples range from tables to NPCS, to the system itself. That seems overly broad here to me (and not something I would say is limited to styles labeled simulation).
Authorship (creation) is neither exploration nor discovery, and conflating the two is really seriously muddying the water.In short, you can through authorship. In order for players to explore or discover what's not there, they need the freedom to say what is there.
This isn't in disagreement with preloading - now it has been clarified I would say all TTRPGs preload. What is preloaded can readily leave vistas open for exploration. For example, Ironsworn's Oracles offer evocative words and statements - randomly selected from among - to inspire player authors to discover their version of the Ironlands.
QFT... however...Authorship (creation) is neither exploration nor discovery, and conflating the two is really seriously muddying the water.