But that's what's happening. Why not call it what it is? Why this fear of using certain words?
The players ask about the cameras, which the GM hadn't previously detailed or prepared. This prompts him to come up with something.
The whole game is a series of prompts. It's a conversation, with the GM prompting the players ("What do you do?") and then the players declaring actions that prompt a response.
It isn't a fear of words. You tend to couch in things in terms of intellectual bravery, like people are afraid to see what they are really doing, rather than just understanding people are seeing this stuff differently than you. To me this is just too binary. I think you could describe it as prompting, but I think that is also an incredibly limiting because a GM isn't a computer program and isn't a dog responding to a dinner bell. I see it more as a conversation. And conversations are much more organic than "players prompt the GM-GM decides what happens". I don't like this idea that we are reducing human interaction to 'prompts'. It just doesn't work or resonate with me at all. In any way.
So the GM decides:
- If there is a camera
- If it captured anything
- How useful that information may be
I wouldn't say that. I would say, very noncommittally, that the GM
-Decides how to resolve the question about the camera (this could be arrived at by simply deciding, but he could refer to a percentile roll or other mechanic, incorporate skill rolls from the NPCs involved (for instance if stealth and tech skills from either are in any way relevant he might use those or at the very least compare scores: obviously depends greatly on the system). He could even put it to a vote. Even if the goal is to be as objective as possible about, and it isn't always the goal, there are lots of ways it could be resolved that don't just include "the GM decides". I personally wouldn't object to a GM simply saying "yes there was a camera there)
-Again this would be the same as above. The GM might simply decide, but he could draw on any number of methods to make this determination
-Again, this would be the same as above.
And what guides him is:
- what has been prepared
Like I said, it is a gray area. And we are covering a broad range of styles and systems. So this isn't necessarily the case. Some groups may be fine, because 90 of material is objectively connected to prep, opening these 10 percent of cases to being more dramatic or exciting (they just wouldn't want to contradict prep). But I think most would be guided by the prep material and anything that logically flows from the prep material (the prep isn't static once the game starts and all the pieces are moving so it is really about what the prep is modeling)
One GM might say there was no camera. Another might say the killer is revealed. Other GMs may offer anything in between those two extremes.
Yes this is always a possibility. I think the results won't be totally random though. I imagine if you had 20 GMs handling the exact same situation, it would be more like 70% say Y, 20% say X, 10% say Z.
This part of the conversation came about when
@Maxperson described the players as having the ability to add new clues in play. I asked how, and he came up with the example of the cameras.
If you put a gun to my head I would quibble with his description. I don;t think they are adding a clue, I do think they are discovering a clue that the GM didnt' think of but logically is one that might exist based on the objective details of the mystery (but this is pedantic phrasing and I think "players add a new clue" is just another way of expressing this
My point is that the players don't have the ability to add a new clue. They can ask about something (i.e. the cameras) and that will then prompt the GM to consider this possibility. But as you say, the GM can decide there was no camera, or that nothing was caught on it, or any other outcome that doesn't result in a clue.
I think you are minimizing how important the players choices are here though. Yes you need the GM to facilitate play. By the players being able to probe this territory and have the GM form a ruling to accommodate it is part of what makes RPGs so boundless. Now that said, we aren't arguing over whether this form of play is boundless, railroaded or fiat. We are just talking about whether an objective mystery is being solved. So I feel like we have stumbled into a classic debate about GM styles again
My point being... everything is up to the GM.
The GM is facilitating play with his rulings. When you say "everything is up to the GM" it sounds kind of arbitrary and like there isn't any give and take. But the players asking "was there a security camera" expands the world they are inhabiting because the GM is empowered to go beyond the rules and beyond the prep to formulate an answer
I think it is very helpful.
As I've said a couple of times now, and connecting this in a way back to the original point in the OP... there is so much GM authorship going on in this scenario that it can be easy to overlook it. This is why I think
@Maxperson made the mistake of saying that the players can add new clues to the scenario. He's forgetting that the GM can simply deny that if it seems to make sense to do so.
I doubt
@Maxperson meant they were literally materializing a clue. I think he fully understood the GM could say "No, no cameras". But his point is players can probe and the GM can go beyond both system and prepped material to accommodate that. So I think both extremes here are kind of not helpful (No the players don't make the clues, but also no the GM simply doesn't author everything"). The players have full control of their characters, and the players actions and their out of character questions are things that that will help expand what is going on in the scenario and in the setting. The players do have power here
Breaking it down and looking at the parts makes it easy to see how much the GM is deciding about what is happening in play, and that can be easy to miss when looking at the entirety of play.
I don't think any of us are in denial about how much the GM decides. In these conversations we have come down largely on teh side of giving the GM the power to make the kinds of rulings and decisions we are talking about. But I do think you tend to minimize how much power the players have in this arrangement (and how much power they gain when a GM is doing this well). Again, this was the first thing I noticed when I played an RPG, how your declared actions could just rip through the scenery and suddenly things come alive. I am not saying this is your experience or that you have to play this way, or that all RPGs should play this (as I said earlier, Hillfolk doesn't play this way but I really like that game). But one of the things that makes me so passionate about playing, running and designing games, is the dynamic I just mentioned (and I don't think reducing that to "The GM decides" captures what it is