I'm not sure why some people have a problem with this (apart from the theme of child endangerment being potentially triggering). Sometimes children get kidnapped. And when that happens its perfectly normal for everyone to drop everything to look for them. Wars, natural disasters, these things happen, and they demand the people react to them. Stuff happens, and people react, the idea that people can have complete freedom to do whatever they want is unrealistic.
Well, what you are saying is that you don't know why some RPGers aren't interested in dealing with GM-driven scenarios. The answer, for my part, is fairly straightforward - I think player-driven RPGing is more engaging and more interesting, both for the players and for the GM.
In other words,
When one doesn’t want to play through a GM-authored scenario at all, then either approach can seem like the same thing regardless of any differences between the processes used to play it. From that perspective, you’re solving a problem the GM provided either way. The sort of play where that’s not desired is when the GM tends to function more as a facilitator in support of what the PCs need from the game.
My preferences align to this perspective/desire: I prefer play where the GM's role is to follow player leads in framing situations and establishing consequences.
If to you the plot is ‘events that happen in the world if the players do nothing’, then I do not really know how run a game without having that… are you randomly rolling everything that happens to the players with zero preparation? That seems to be the only possible option
that is a very different concept, so basically you have a bunch of random stuff happening and later make sense of it and call that interpretation of events the plot
I don’t think JA’s advice is applicable in that scenario, it is clearly intended for more traditional games
Well, the thing is, Apocalypse World is a published game, with clear advice on how to prep and what that prep is for. It doesn't involve any random rolling for anything that happens, and nor does it involve zero prep. So obviously those are not the only possible options!
It is certainly not "a bunch of random stuff happening".
Prince Valiant and Burning Wheel are different from AW, but likewise falsify your conjectures. Dogs in the Vineyard is another counter-example.
We seem to be meandering all over the place and losing the...errr...plot.
The topic of conversation is "Three Clue Rule" is or is not at tension with "Don't Prep Plots." Not "does any prep at all or particular iterations of prep = plot?"
So the question is:
What are the Three Clues in service to?
The Alexandrian tells you:
* To remove the dead ends or "chokepoints" of rudderless exploration and incorrect player-side inference and extrapolation which...
* ...prevent the pre-authored mystery from being revealed/materializing (plot) in the course of play.
If those two in concert aren't one version of the systemization of plot driving the experience and trajectory of TTRPG, then I'm not sure what is?
Right, this. It is only because (i) there is a GM expectation of the PCs dealing with a <whatever> and (ii) it is taken for granted that the GM won't just tell the players about the <whatever>that (iii) we are said to need 3 clues to point to the <whatever>.
Take away (i) (eg AW) or (ii) (eg DitV, Prince Valiant) and then (iii) becomes irrelevant.