Anyway, in the corporate world, these terms refer to how a company relates to its employees; a high-trust organization is one that has employee empowerment, management oversight is not obtrusive, and employees have the opportunity to independently solve problems. Low-trust organizations, on the other hand, monitor employees closely, do not provide employees the agency (oh boy!) to solve problems on their own, and the organization will often have detailed rules that the employee must follow instead of using their best judgment.
I find it genuinely baffling that this is apparently what "high trust" is supposed to mean. Because it is always used, as far as I can tell, to refer to places where the GM is given absolute, unquestioned
and unquestionable authority. The GM will intrude on whatever they wish to intrude upon, and the players will simply accept this. In other words, it is
called "high trust," but the descriptors of the environments you just spoke of sound to me like a "low-trust" situation: There is a central authority that can, and will, do anything and everything it likes, and you will put up with that--or you will leave. These so-called "high-trust" games are in fact the ones that have
low player agency.
So...I don't see how the term has appeal. Because the description seems completely backwards to the application. The only similarity I can see is the claim that "low-trust" organizations "often have detailed rules that the employee must follow instead of using their best judgment." And if
that is where the similarity lies, it seems rather disingenuous to call it an issue of
trust when it is actually an issue of whether the rules are detailed or not.
More to the point, proponents of high-trust gaming believed that players should be trusted to use their own creativity to choose what to do and how to do it, and that the DM should be trusted to react appropriately to the player's ideas. This concept of bi-directional trust animated the OSR, and the later FKR, movements.
It would be really nice if
literally anyone talked more about this bi-directionality of trust then. Because in the vast majority of cases, I see OSR-style GMs as some of the least-trusting GMs around. Players are
at best unwise and foolish, reduced to childish caricatures in need of
minding by the gracious parental GM; all too often, they are instead painted as actively antagonistic and needing to be corrected lest they ruin everything. And that's
far from the worst characterization I've seen.
The reason that people keep talking about "high trust," then, is because the concept is what animates a subsection of the gaming population. Moreover, we can see that this concept is at least partly incorporated into 5e in the concept of "rulings, not rules."
If it is, then the bi-directionality has already been stripped out well in advance. Which is a pretty serious problem.
Every table is different- a different mix of personalities, a different mix of people. When we discuss D&D, one of the topics that often comes up is that of a DM shortage, or of DM burnout. And this points us to both the great advantage and the great disadvantage of those games that vest more authority in the DM. On the plus side, you only need one player to be the DM. You only need one person that really knows the rules. You only need one person to have a higher level of investment and to "bring it" every gaming night. But that strength is also a weakness- that is a lot to have riding on one person. If that person is ... the BAD DM, then that will be a catastrophic failure. And putting that burden on the same person on a regular basis can lead to burnout.
You have forgotten one of the other critical issues: if so much is placed on the shoulders of a single person, the game should thus go out of its way to help that person as much as can be done within budget and publication limits. That there should be...oh, I don't know, some kind of
guide that would provide really good instruction, well-tested tools, and other forms of advice/aid/etc. to smooth the road as much as the designers can.
Unfortunately, 5e has its DMG instead. Which does basically none of those things.
The flip side of that is a model with distributed authority. The best thing about distributed authority (especially when you're playing a Story Now / Fiction First game) is that you don't have all of this prep time foisted on one person. Everyone is invested in the game. Everyone is creating fiction. But this isn't all pop rocks & soda- the downside is that you really do need everyone to be invested in the game. You need them to "bring it" on a regular basis, and be ready to create their fiction. And not everyone is prepared to do that. So while providing the GM more authority provides one point of failure (albeit a catastrophic one), providing more narrative authority to everyone can end up allowing for multiple points of failure.
If the players are not invested in playing, why are they playing? I'm serious here. Why do something if you don't actually want to
do it?
D&D is always designing for the mass market. For the maximum number of gamers
No. It is, and has been (with known exceptions) designing for its
legacy market. The two are frequently not the same.
If they were designing for the mass market, something like dragonborn would have been included in the 2e PHB. Because dragons
have mass-market appeal. They always have, since time immemorial. They're
literally globally popular.
It's not a perfect solution for everyone, but it's a good solution for a lot of people. When you move away from the theoretical to the practical, it becomes obvious why D&D continues to use the DM-centric method when it comes to the division of authority. Because there's a lot of very casual players out there, and that's a much bigger market than TTRPG afficonados.
Just...I don't see it. Why do something, if you don't actually want to do it? Even OSR games quite clearly expect players to be active and invested. I've read several of them. Some even have rather harsh things to say about players who
aren't invested. I don't see how what you've said actually connects to the "practical" here--the actual games written and played.
Anyway, it's been a month. Thought I'd post something. Enjoy, and tell me why I'm completely wrong in the comments.
I mean, you're rarely
completely wrong
