GM fiat - an illustration

To me, this makes no sense.
Then you know why I was confused! Because to me the two things--the way "Exploit your prep" was discussed, and the way "Play to find out what happens" was discussed--were wildly at odds with one another.

The latter (which is chronologically earlier in the GMing rules) seemed to me to say: DO. NOT. PREP. Unless you absolutely, positively MUST do so. Prep almost nothing, and if you can get away with prepping nothing at all, 100% always do so.

The former seemed to me to say: Prep lots of things. Not everything, to be sure, but prep reasonably thoroughly. Know any significant antagonists, where they are located, why they're there, what they're doing. Know the area players are going through and its contents. Know the possible consequences players might face for various actions they might take. Etc.

My ultimate solution has been to sort of...split the difference? I prep more than the absolute bare minimum I need, but not dramatically more.

Surely the reason that I know there is a demon on the second level is because I have prepared a front, with threats, and one of the threats is the demon on the second level. And then when I have to make a move, like - in that example - deciding who pays unwanted attention to the spellcasting wizard, I draw on my prep and decide that it is that demon.
Yes. I'm saying the "play to find out what happens" phrase, and the descriptive text meant to explain what the phrase means, indicated to me that that much prep was WAY, WAY too much prep.

And to look at it from a different perspective - if I as GM find myself needing to decide who has paid unwanted attention to the wizard, and there is nothing in my prep to help and direct me, then surely my prep is a bit of a fail! Like, it's disconnected from play in a way that doesn't make sense for successful and effective DW GMing.
And now you see why I found these instructions confusing! Because, again, the way "play to find out what happens" was explained in the text, it came across as "well, you probably can't do 100% no-myth, but you can do 99.9999999% no-myth, so you should never prepare more than the absolute tiniest amount you can get away with."
 

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This sounds like what everyone who ever wanted to know something unknown ever did.
Except those unknown things actually had answers. Nobody knew what the answers were, but the answers were real.

Name for me an example where the answer is GENERATED by the process of looking for it.

I don't mean "I did an investigation and as a result found a thing". I mean because you went looking, then there was an answer, when before there wasn't one.
 

Except those unknown things actually had answers. Nobody knew what the answers were, but the answers were real.

Name for me an example where the answer is GENERATED by the process of looking for it.

I don't mean "I did an investigation and as a result found a thing". I mean because you went looking, then there was an answer, when before there wasn't one.

“I wonder what would happen if I post a comparison of the 5e D&D Alarm spell with the 2e Torchbearer Aetherial Premonitions spell?”
 


And when I propose to GM a mystery-solving adventure with my players, I prefer that BOTH the characters AND the players be doing the actual actions of mystery-solving. There is absolutely, positively NOTHING wrong with doing a thing where the characters are doing the actions of mystery-solving and the players are not. The vast majority of gaming is like that: I don't have nearly the charm to woo a feylord, I don't have the strength to swing a greatsword, I don't have the constitution to drink a toxic brew and not break a sweat, etc., etc. But I do have, sometimes, the intelligence and perceptiveness to solve a mystery before the true answer is revealed, so long as the clues actually permit reasoning to the conclusion. Hence, since such an experience is one of the very few TTRPG things where my personal lived play-experience can 1:1 conform to my character's lived fictional experience, it's a place where I like to make that 1:1 correspondence possible unless doing so would be harmful to the experience in some other way.

Sure, no problem. I do think there was an exceptionally salient point made earlier by @deleuzian_kernel that the only thing creating an "objective mystery" does from a long-term gameplay state is create some "meta" externality status that the players can use as a "badge of honor" for their cleverness. As they note, this is purely aesthetic---it "feels" right to do it that way to achieve a certain sort of gameplay reward for the participants.

Doing it with a different aesthetic in mind---creating and provoking thematic consequences and hard choices---creates a different sort of decision space for what makes the "mystery" of interest in the first place.

... whether or not the mystery is “solved” does not prevent the situation from resolving. Whether the players succeed fully, succeed partially, or fail altogether at discovering some, all, or none of the details of the mystery, play can and does go on. The scenario reaches some form of resolution regardless of how much of the prewritten backstory becomes known to the players. I hope you won't be surprised to know that this is how us narrativists play too when we play with pre-written backstory.

If that’s the case, then when we go back and look at the prewritten backstory, we realize that the only purpose it’s serving is to provide a scaffolding for play, it’s situational material.

Which leads me back to what I’ve been trying to point at from the start: If the investigation can resolve meaningfully whether the players uncover the backstory or not, then the so-called "objectivity" of the mystery is structurally irrelevant to the experience of continued play. What matters is not whether the GM has a secret answer, but whether the investigation changes the fiction, the characters, and the stakes — whether the players’ actions materially shape how things turn out.

That’s why I keep pressing on what you mean by “solving” the mystery. Because from everything you've said, it seems like you’re using "solved" as a kind of metaphysical status — something that exists outside and beyond play — when what actually matters is how the investigation procedurally reshapes the situation at the table.

...snip...
You want the players’ logical leaps, their deductions, their failures and insights to feel like they are being tested against a solid, pre-existing framework, rather than something improvised in response to their actions.

That’s a valid aesthetic preference. But it’s not the same thing as saying that the existence of that backstory is what makes the mystery “real.” What makes it real is whether the players' engagement with the investigation carries weight in how the fiction unfolds. You can structure that weight around mental struggle against pre-authored material (the puzzle solving element), sure — but as many on the other side have tried to made clear, you can also structure that weight through emergent, procedural play that makes the ongoing and developing mystery have real consequences and provoke hard choices on the go.


Okay. So you don't care about detail-fudging. I do. I think it's an extremely serious breach of GM-player interaction. The moment such an action becomes known to the players--and it eventually always will, the players collectively are smarter than the GM individually--it damages trust in a severe way that often cannot be repaired.

This is an incredibly broad, sweeping claim. You know what I find damages trust more than "detail fudging" to drive greater investment from the players? Letting pre-written fiction overly constrain my players' agency to make meaningful choices toward progressing toward their characters' goals. So who's right, you or me?


After all, if you learn that someone was willing to secretly rewrite things once, and to actively hide this from you, how can you trust they won't do it again?

Ironsworn basically compels the GM at times to openly and truthfully, with the assent of the players, re-write certain elements of the fiction. How does this break trust?

And intent matters in these situations. Greatly. And certainly there are degrees to it that matter greatly as well.

I'm sorry, I just outright reject the premise that a "GM who modifies details within the shared fiction is by definition breaking Wheaton's Law."


Again. We are not talking 90/10. We are talking 50/50 at best, and probably more like 30/70. The example given was a missing-persons case where all of the following details had no answer until hours into the session:
  • Where the missing person actually was
  • Who was hiding the missing person
  • What the nefarious actors actually wanted
  • Whether the nefarious actors were even involved in the person going missing

That's a hell of a lot more than a ten percent marginalia.

As soon as I get a free minute, I'll see if I can unpack this more using an example from my very first Ironsworn play as a shared GM.

*Edit --- adding an additional quote to remind myself later.

If you as a GM is fine in allowing play to go whichever way and really commit to playing situationally, you might without issue tell your players that there is indeed an objective truth to the mystery, but secretly use procedural methods for generating the mystery and they would not be able to know the difference. The mystery would still feel tense, the decision making would still feel hard and the consequences of play would still be real.

That to me is a clear indicator that the so called "objectivity" of the backstory is a complete illusion on the side of the GM.
 
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Yes, I follow you. I disagree that’s what’s happening. At best, they’re solving a logic puzzle created by the GM. I’d no more call it solving a mystery than I would call someone doing one of those murder mystery logic puzzles solving a mystery.
If all it is is a logic puzzle, then that's all a mystery is in the real world as well. Because in the real world you put together clues to try and figure out who dunnit. Just the same as in a game where the DM puts together clues for you to put together to try and figure out who dunnit.

You're arguing, whether you mean to or not, that there's no such thing as a mystery.
 

Answering questions as the necessary output of playing the game is not pre-authoring. It's playing the game. No one is arguing that answers do not get set as a result of gameplay. That, in fact, is (part of) the whole point of distinction that's trying to be drawn: between answer as pre-authored input into fiction vs answer as output of actual play.
If you generating the answers as part of game play, then there is no true discovery of clues happening. The clues are created, rather than discovered. That doesn't mean that the game play will be less fun(depends on what kind of game you prefer), but it will be very different in feel from a game where you are discovering the clues, rather than creating them.
 

Replying out of order because it's how my thoughts happened.

Ironsworn basically compels the GM at times to openly and truthfully, with the assent of the players, re-write certain elements of the fiction. How does this break trust?
It doesn't. Because you did it in the open.

I specifically referred to this being done secretly, not "openly and truthfully". Things done in the open can be addressed if people have a problem with how they were done--and if the players really do have a problem, I don't think they'll assent!

You have generalized what I said into something I didn't say, and thus taken umbrage with the thing I didn't say. I was very specifically referring to things done secretly, things done in ways the players could not ever know or see. Because that's what people were talking about. Repeatedly. Things like the party having meaningful evidence that was factual, up until the moment a move happened that made it okay to make it not factual. That's the kind of thing which disconnects the process that the players could use to reason.

Even if the rules and procedures sanction the GM to declare a new fact which establishes that the Countess was the killer rather than the Earl, the fact that it was not established until that fact was declared means the players couldn't be reasoning toward that conclusion--as, very literally, there was nothing to reason toward until that declaration occurred. This isn't fudging, but it does break the chain of player reasoning; everything they have previously observed remains in a superpositional limbo between "valid clue pointing to the real result" and "false lead trying to prevent you from finding the real result", and both results are perfectly consistent with the fiction of a whodunnit situation. When both results are perfectly consistent with the fiction but mutually exclusive and (usually) jointly exhaustive, it becomes impossible to do any reasoning with them. Everything reduces to conditionals, and the thing which resolves that conditional is...establishing whatever was unknown, thus ending the mystery via that establishment, rather than ending the mystery by connecting the proverbial dots.

And intent matters in these situations. Greatly. And certainly there are degrees to it that matter greatly as well.
Certainly. Hence why I specifically talked about doing it secretly. I even used that word: "secretly rewrite"!

Sure, no problem. I do think there was an exceptionally salient point made earlier by @deleuzian_kernel that the only thing creating an "objective mystery" does from a long-term gameplay state is create some "meta" externality status that the players can use as a "badge of honor" for their cleverness. As they note, this is purely aesthetic---it "feels" right to do it that way to achieve a certain sort of gameplay reward for the participants.
I think this is needlessly dismissive, which is a bit frustrating considering you've portrayed me as being needlessly dismissive of something I haven't actually dismissed at all and have specifically and repeatedly said is 100% fine. Specifically, this "badge of honor" analysis trivializes the player experience into nothing more than bragging rights, which has nothing to do with the goal in question. In Ironsworn (which, believe it or not, I have actually played!) is about giving players the personal experience of being in an early Iron Age society where vows and mighty deeds (and the attendant risk of extreme failure and difficult stuff) are core to your life, when I play or run a "whodunnit" adventure, I want to have (as a player) or produce (as the GM) the personal experience of mystery-solving, of "epiphany" if you'll permit my poetic license.

That is, there is value in the feeling of epiphany, of the personal experience of realizing what all these little facts were building up to all along. Indeed, that feeling of epiphany in an educational context is one of my favorite experiences of all, second only to seeing it in another's eyes as I help guide them through something they don't understand yet. (There's a shift in a person's eyes, it's subtle but distinctive, as the pieces fall into place and suddenly the mind is opened to a new perspective.) I don't think this has anything to do with a "badge of honor" effect. Instead, it is an internal feeling of gaining understanding, which is a neat feeling.

Doing it with a different aesthetic in mind---creating and provoking thematic consequences and hard choices---creates a different sort of decision space for what makes the "mystery" of interest in the first place.
Sure. Would you like me to dig up the multiple places where I specifically said there's nothing wrong with that, it just doesn't do the specific thing I'm wanting a "whodunnit" experience to do and thus for what I want it causes problems? Because I did say that. Several times. I repeatedly said there's nothing wrong with a set of rules or procedures that produce the experience of "my character solves mysteries" without producing the experience of "I, personally, am solving mysteries". It would be incredibly foolish for me to claim otherwise, since the vast majority of experiences you can have via TTRPGs are ones where you personally cannot experience it, but your character can and maybe even must.
 

Yeah, it was not especially the hill I was eager to die on. I'm pretty leery of that terminology, but whatever, if BRG wants to use it, then it's pointless to argue about. IMHO all play is so many layers removed from anything real that the only true purpose is to have fiction we can all successfully interpret and extrapolate from. My preference is thus overwhelmingly in favor of game play and roleplay. If I want realistic puzzle solving, I got a day job for that!
Yeah, this is where we on both sides have differing, but equally valid viewpoints.

10 layers removed from reality is a hell of a lot closer to reality than 100 layers removed from reality. You might look at the 10 layers removed, though, and hold the view that it's so far from reality that reality just doesn't matter, so let's head full steam for that 100th layer, because that's where the things I enjoy are the most fun. I on the other hand might look at the 10th layer removed and hold the view that anything past 10 is so unrealistic that it is no longer enjoyable. And 100 layers? Whoah, Nelly! That's some stuff that I don't ever want to try.
 

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