Physical details of the place, exact details of what's going on, a lot of things. We had a long discussion about this game in some other thread a while a go.
So a vague reference to some other thread is all you have to back up your assertion? That’s pretty weak.
Exactly what’s going on is mostly established by the GM. They design the town to be beset by sin. They’re going to decide what the sin is and how it’s manifested. So I don’t really accept your assertion about “what’s going on” being vague.
The physical space of the town may be very detailed or may not. This’ll vary by GM and town, I think. But these facts do get established in play, and then inform what happens. So while I will admit it's possible that a GM can introduce a town and not have a complete map of the place already set, I also don’t think that’s really all that different from trad play. Not every town is detailed like that, and certainly larger settlements by necessity become less detailed. It doesn’t impact play negatively in any way.
You do understand that the couple of examples (like the score failing) were especially examples that I recognised as improper play according to the principles of the game?
Why would I understand that? As I said, I can only go off what you say about your game and about the game overall. The examples you’ve shared have shown there’s something off. The comments you make don’t do anything to change that.
They are not typical for how our game goes. And that I recognised them as such is because I actually understand the principles of the game. And what we were talking about here was not about those examples, it was about the very basic structures of the game.
But it reveals some serious failure to understand the basic structures of the game.
It is in the bloody rules of the game! I assume you have read them. The GM gets to fiat new complications ex nihilo on most rolls. There also is little constraint on them framing the obstacles in the first place. It is up to the GM how many obstacles (that effectively force the players to make rolls) there will be on a score and what those obstacles are. And unlike in a prepped trad game, the GM is just fiating these on the spot as well. What part of this is unclear to you?
No, the GM does not get to create new complications from nothing on most rolls. He’s bound by the fictional situation. He’s supposed to telegraph danger first so that the stakes are clear.
The players are going to choose a score. Yes, the GM will come up with obstacles, but he’s not really free to just do whatever he wants. He’s bound by the relevant factors of the score. If the crew is sneaking into an estate of a powerful family (by choosing a Stealth Score, for instance) then the GM is going to frame the obstacles accordingly… sentries, guard dogs, perhaps some ghostly guardian or other supernatural element. These will be framed by player choice.
So yeah… this is why it’s unclear to me. Because the things that you insist are true about play are obviously in contrast with what the book says. They don’t seem to take any of the GMing principles and best practices and bad habits into consideration.