"I seem to recall that . . ."So how do you describe a player's successful lore check or deciding what a successful check look like or similar?
In this thread, I think the phrase "player narrative control" has been used only by people saying that they don't want it. I haven't seen anyone use it to describe Dungeon World. I've denied its applicability to Burning Wheel or 4e D&D. This is from post 211, and I've reposed it several times, including (I'm pretty sure) in reply to you:You're nitpicking terminology. Terminology I've seen people that play PbtA games use.
And in order to pre-empt, or at least attempt to pre-empt, confused or incorrect statements about how (say) Dungeon World works: in the RPGs I know that have higher player agency, the players cannot "alter game reality" in the way some posters in this thread are talking about. Rather, they establish their own goals and aspirations for their PCs (including working with the group collectively to establish the appropriate backstory and setting elements to underpin those goals and aspirations), and then the GM relies on those goals and aspirations as cues for their own narration of framing and consequence.
There may also be techniques that permit the players to declare actions or make decisions pertaining to their PCs' memories. This goes together with the players' establishing goals and aspirations, to overall produce characters that have "thicker" lives, relationships, etc than is typical of much D&D play.
The following is from the Apocalypse World rulebook (p 109), and is equally applicable to DW:
Apocalypse World divvies the conversation up in a strict and pretty traditional way. The players’ job is to say what their characters say and undertake to do, first and exclusively; to say what their characters think, feel and remember, also exclusively; and to answer your questions about their characters’ lives and surroundings. Your job as MC is to say everything else: everything about the world, and what everyone in the whole damned world says and does except the players’ characters.
The reason that AW does not play traditionally, despite using a traditional allocation of tasks, is because of the principles that the GM follows in doing their stuff, that is, in saying things about "the damned world" and what it does. That is why I have repeatedly emphasised those principles: in high player agency RPGing, at least as I am familiar with it, what underpins the agency is that the GM, in framing and in narrating consequences, has regard to player-established priorities for their PCs.
This is why, to me in my subjective tastes, PbtA isn't a "game" as I understand it and more of like a group story telling session. A slightly more complex group improv.
As per what I've just quoted from Apocalypse World - which is equally applicable to Dungeon World - it is a RPG. It has a GM whose job it is to frame scenes and narrate consequences. It has players who engage the game by declaring actions for, and generally giving expression to, particular characters from a first person perspective.I wouldn't say its not a game, but I do feel it is a different type of game from what I am familiar with and enjoy as an RPG. I would prefer they were called something else, but a lot of people really don't like what they think of as an RPG not being called an RPG.
It's not group improv any more than mainstream D&D is group improv.
I've stated it many times - see eg this reply to you: https://www.enworld.org/threads/what-is-player-agency-to-you.698831/post-9091124. I've just restated it. Here it is again:Perhaps I'm not using the correct term. You're know what I mean. If that is not the correct term, what is? Something that doesn't take two dozen words?
The GM, in framing and in narrating consequences, has regard to player-established priorities for their PCs.
I'm reasonably familiar with this sort of RPGing. You are describing the GM engaging in framing, and consequence narration, having regard primarily to their authorship of their world. They provide the dramatic need - via the "multiple threads" - and the players then align the play of their PCs to those - "choose from multiple options".I think the idea that traditional play can't be player focused is a strawman. It certainly isn't a given that any given game is player goal centric, but it certainly can be. I know my games are. I always have multiple threads going, multiple options the players can choose from. If someone has an individual goal, I'll try to figure out how to fit it in.
That is not how Dungeon World or Burning Wheel works. In those RPGs, the dramatic needs by reference to which the GM makes decisions about framing and consequences come from the players.
(Torchbearer is more of an intermediate case. At least as I've experienced it, it toggles back and forth. It is not as consistently high on player agency as Burning Wheel, though it can be comparable to Burning Wheel for extended periods - eg my last two sessions of Torchbearer were indistinguishable from Burning Wheel as far as player agency is concerned.)