Says who?World building elements are by and large created independently of in-fiction play.
Says who?World building elements are by and large created independently of in-fiction play.
To me, that seems to overlap pretty much with the usage in the OP.Ah I've been using it differently.
I've been using it to mean GM decisions but especially GM decisions related to the outcome of a stated character intention (or conflict, they're slightly different things).
I find it very relevant to the topic, which is why I mentioned it.
I mean, suppose as part of worldbuilding the GM has decided that all assassins from the Wyrd Guild do not trigger Alarm spells - perhaps, as part of their initiation, they are doused in a magical fluid - that would seem to obviously bear upon some of the stuff talked about in the OP.This tangent on world building decisions doesn't at all change what we are saying about in-game fidelity in decision making for our NPCs.
“To hit Roll a d20, add your attack and beat opponents AC” “When the DM world builds, he is generally doing so within the rules of the game, so there's no DM fiat going on. If during world building he decides to change elves in some manner(such as happened with Athasian elves), that would be him engaging DM fiat as part of world building since he is altering game rules and assumptions.
Agreed.
So, when I read "choosing the most probable is absolutely absurdist" I at first thought you meant something else - ie that an imaginary world in which only the most probable things happen would be an absurdist world. Which I think it would be. Our actual world is full of improbable things happening.
As for decision-heuristics, I think these days my heuristic is What would be interesting/fun/cool here?
That is relative to the game being played (as you said in a bit of your post that I snipped). For instance, Torchbearer, at least as I encounter it and play it, has a comic aspect that Burning Wheel doesn't. Prince Valiant is often light-hearted in a way that Classic Traveller is not. Etc.
But in all the game I GM, I'm pretty happy with the richness of the fiction created, the interest and integrity of the setting, etc. The idea that being "logical" to the setting would somehow establish a contrast with my approach to GMing isn't really something I can credit.
Not the likeliest thing is often treated as implausible; or, conversely, plausible is often taken to imply the likeliest thing. These are both mistakes.
A certain sort of Sim-Immersionist GM has this nagging (to them) sense that as you scale up that not the likeliest thing, your "simulation" becomes increasingly "aphysical."
It can't be a railroad since players are not forced to have their PCs do anything. A railroad is when the players have their PCs forced down a rail no matter what they decide to have their PCs do. Hell, it's not even linear, so it's not even remotely close to being a railroad.What makes a NPC important? If the GM decides in advance, to me that seems like a railroad.
No, you are wrong. All rules do not have to be created equal in order for deviation to be fiat.“To hit Roll a d20, add your attack and beat opponents AC” “
and
“Elves have +1 to bows”
are different things and labelling them both “rules” and deviation as “fiat” is obfuscatory at best.
Also, I'm not sure what "mental model" means here. Is saying the GM has a mental model of the world just a fancy way of saying the GM imagines a world?
But who do you think doesn't worry about making logical sense in the setting. I mean, your final line makes it sound like you think you're stating some controversial thing that puts you in opposition to other RPGers (the ones who would expect you to apologise). But who do you imagine these other RPGers to be?
A world in which only the most likely things ever happen is not going to be very realistic.
Also, I'm not sure what "mental model" means here. Is saying the GM has a mental model of the world just a fancy way of saying the GM imagines a world?
I'm pointing at the surreal or bizarre notion that (a) we can actually perform this calculus, (b) that such calculus would actually generate a real/more immersive imagined world (as you point out, improbable things happen routinely in our benign, material world), and (c) even if you were capable of and did, in fact, continuously choose the most plausible framing or situation-state change, only you (the GM) would be privy to this series of notional plausibility selections.
Put another way, someone, somewhere recently said about a certain sort of Sim-Immersionist GMing agenda:
You've posted about this before, and it's a very interesting perspective because it's coming at these discussions from a different set of play experiences than many other posters.
Eg not many posters are working out what they find as contrasting between (eg) a certain sort of approach to Burning Wheel and a certain sort of approach to Sorcerer.
But conflict resolution does generate some demands on the "myth" that are different from the demands imposed by (say) classic D&D or CoC map-and-key play. For instance, if there is to be room for the resolution of the conflict tells us that (say) the assassin sent by Jackson ends up admiring the PCs more than Jackson, and so lets them go (a reasonably well-known "honourable assassin" trope), then the myth can't be utterly total about what sorts of feelings Jackson's assassin might have.
Or if there is to be room for the resolution of the conflict to tell us that Jackson's assassin falls for the PCs' warehouse gambit, then the myth can't already establish, in step-by-step detail, the way that the assassin enters the warehouse.
There has to be sufficient "looseness" of the myth to enable the upshot of the resolved conflict to be incorporated into it.
I mean, suppose as part of worldbuilding the GM has decided that all assassins from the Wyrd Guild do not trigger Alarm spells - perhaps, as part of their initiation, they are doused in a magical fluid - that would seem to obviously bear upon some of the stuff talked about in the OP.
And if the players don't know about these assassins, and hence find their PCs ambushed by them when they expected their Alarm spell to protect them, that might affect the sense of fairness of play.
World-building decisions also affect fidelity in NPC decision-making, in the sense that backstory decisions about this stuff (eg who someone has named in their will) are consistent with other aspects of the backstory.