Let's go with Blades in the Dark, since you seem to have at least a bit of familiarity with it.
The book explicitly tells the GM what to do. This information is meant to be shared with the players. I'll reference a few sections and the most relevant bits (these are paraphrased and incomplete):
- GM Actions (pg. 188)
- Telegraph Trouble Before It Strikes- set up the actual threat that's looming so people know what's at risk, they understand the stakes
- Follow Through- deliver on that threat- you've established what's at stake, now have that threat manifest
GM Principles (pg. 193)
- Be a fan of the PCs- they have enough enemies, don't be one yourself- portray the world honestly, things are stacked against them
- Let everything flow from the fiction- let things snowball based on the starting situation and then what the characters do- NPCs react based on their goals and methods- you don't need to "manage" the game
GM Best Practices (pg. 194)
- Earn the trust of the group- be a supportive and fair advocate of the integrity of the fiction- do not set up for particular outcomes- when you advocate for something the players will know that it's based on this integrity, not to get your way or to arrange situations to your liking
- Lead an interesting conversation- ask questions and prompt ideas- be curious about what the players have to say
- Create an atmosphere of inquiry at the table- play to find out - don't decide outcomes
- Help the players use the game system- encourage them to pursue the characters' goals- don't let them flounder- encourage them to describe opportunities they have and how to pursue those opportunities
- Don't block- it's not your job to say "you can't do that"- you are not the sole authority of what the characters can and cannot do- show them that there's a path to what they want to do
- Keep the meta channel open- when you portray an NPC, tell the players things that are going unsaid- invite them to ask questions and gather information- the characters have a broad range of senses and intuitions to bring to bear in the fiction; the players have only the narrow channel of your few words- help them out by sharing what they might suspect, intuit, feel, and predict
- Be a curious explorer of the game in play- your game is a cool TV show and you're its biggest fan- ask the players questions and let them contribute- these questions will often lead to goals, approaches, and rolls
- Play Goal-Forward- poll the group about what goal they're pursuing, at all levels of play; the campaign, the session, this moment- let the players lead where things go next
- Be aware of potential fiction vs. established fiction- potential fiction is everything in your head that you haven't put into play yet- it's a cloud of possible things, organized according to the current circumstances
GM Bad Habits (pg. 197)
- Don't Overcomplicate things- the consequences you inflict on a failure or success with consequence will usually be obvious since the action has already been established- but sometimes you'll draw a blank- in those moments, it's best to keep it simple- Heat or Harm are easily inflicted consequences- not everything needs to be a brutal reversal of fortune- keep it simple- ask the players for their input if you feel stuck
- Don't hold back on what they earn- they get what they earned- don't weasel out of it- things will be tough enough on them without your thumb on the scale
- Don't say no- There's almost always a better answer than "no" or "you can't do that"- work with the players to find a way to what they want to see happen
There are more in the book, and each of the above is only a summary. I hope you can see how this advice helps guide the GM on how to approach things, both in the inflicting of consequences, and also in other aspects of the game.
No. The statement is that such play is less concerned with the game concerns that
@Manbearcat talks about.
Why not? What's gained by keeping such things from them? What's lost?
I'd say it's more proof that different folks will have different levels of acceptance about varying levels of focus on functional gameful space.
I don't really think so. That there may be decisions made that the players may not expect prior, generally speaking, all of them should be following from the fiction, and generally adhering to the kinds of principles listed above. Meaning that they generally support the players and what they're attempting in some way... they're not intended to thwart or confound the players.
Well, look at the OP for a microcosm of what we're talking about. Look how much influence the GM has with the Alarm spell. Just all the factors that are entirely up to the GM. Then look at Aethereal Premonitions.
Now, apply that across the entirety of play. That's what I've largely been trying to point out with my posts. You mistakenly said something about the OP being anti-trad and that I agree... but that's not the case. I'm not anti-trad. I am just capable of looking at it and seeing how dependent it is on the GM for so much of its function.
So again, let's compare to Blades in the Dark. In that game, the GM determines the Position of any possible action as Controlled, Risky, or Desperate. So that's three tiers that can be applied that indicate the risk and difficulty of any action. And... importantly... per the text, these are negotiable! Yes, the GM has final say... but the text encourages the players to state their case if they think the Position should be different, and it encourages the GM to listen to what they say and to consider it.
With D&D and similar games where the GM is to set a DC or Target Number... these are usually much more open ended. This means there are far more tiers that can be applied. Yes, the book gives some generic ratings of difficulties and DCs, but there's far more blurriness between these tiers. Also, I don't think it says anything about these being negotiable. Over time, keeping track of DCs that are set
Then this is the player saying "I'm less concerned about the game than I am about feeling as my character would" or what have you.
This is like saying that players of narrativist focused games are less concerned with simulation! Yes... of course!
I don't think this is true at all. The GM in D&D is authorized by the rules to essentially do whatever they want. Yes, there are the rules and processes, and here are there some suggestions on how to use those, and what to do when they don't apply... but there's also tons of reminders that ultimately, it's up to the GM.
There is also no set list of principles, and those there are are scattered throughout the book. Many will cite this as a strength rather than a flaw because it "let's players make the game their own"... and okay, fine. But the tradeoff of that is that there's no clearly defined approach to play. There's a ton of grey area... and individual GMs are going to take those grey areas and fill them up with their own ideas, many of which may not be shared with players.
I don't think you guys are being honest about this comparison... or else your experience with narrativist play is insufficient to have learned all this, or perhaps more likely, run by someone influenced too much by more trad-play tendencies of other games rather than the principles of play offered by these games.