The only thing I am militant against is obscurantism.if you are militant in how you talk about these things, people are going to react with militancy.
When I read people posting about thee players exploring the setting, for instance, I want to know what is actually happening in play.
Like, on a couple of occasions I've had the opportunity to "explore" Rome. I walked around, looked at buildings, was surprised by fountains and stairways and doorways that I wasn't expecting. I was awestruck by the Pieta.
But if I told you I had "explored" Rome when, what I had actually done, was to sit opposite a friend who answered questions I asked by reading from a Lonely Planet guide, that would be ridiculous.
If what is happening in play is that the GM is telling the players things, then I don't see why we can't talk about that. If those things are either taken wholesale from, or very closely derived, from things that the GM (or the module author, or whatever) wrote down in advance, then I don't see why we can't talk about that.
And the notion that it is dismissive to do so is absurd. It's not dismissing someone's play to set about actually describing the process that occurs when they engage in it.
I mean, here's a post where I posted my regional map for Torchbearer:
When the PCs move from place to place, I pull out my map and we all look at it to identify where the PCs are travelling to and from. Of course, in our imaginations the PCs are trudging through the Troll Fens, or sailing down a river in their jury-rigged raft, or whatever. But at the table what we're actually doing is consulting the map.Yesterday afternoon I did my first campaign mapping for a while (since I wrote up star maps for Traveller).
I copied a 16 x 14 hex area of the GH map onto a sheet of hex paper I found in my cupboard - from the SW of the Bluff hills across to Calbut and the Griff Mountains, down to Stoink in the bottom left corner and the tip of the Gamboge Forest in the bottom right. I then marked on our settlements and adventure locations - the Wizards's Tower and Forgotten Temple Complex, the village of Nulb, and the Tower of Stars, the Moathouse and Mim's Dell. A week or so ago I was looking through the Iuz the Evil supplement and learned about the Pentress fortresses, and so also added Dour Pentress as a Religious Bastion at the edge of the Troll Fens.
This morning I wrote up a settlement list:
*Calbut - Borderland Fortress
*Riftcrag (including the five Leering Keeps on the N edge and E end of the Rift Canyon) - Borderland Fortress
*Dour Pentress - Religious Bastion
*Ogburg - Religious Bastion
*Wintershiven - Walled Town
*Rookroost - Walled Town
*Midmeadow - Busy Crossroads
*Nevond Nevnend - Busy Crossroads
*Redspan - Busy Crossroads
*Radigast City - Dilapidated Port
*Stoink - Bustling Metropolis
The relative change in significance of Rookrost and Stoink, compared to canonical Greyhawk, reflects events in my RM campaign about 30 years ago, when one of the PCs carried an extremely virulent plague into Rookroost.
The choice to have Stoink as a Bustling Metropolis was made back in the second session of this Torchbearer campaign: I wanted the players to be able to take their PCs to a Hotel, for recovery purposes, and for reasons that now escape me opted for Stoink for this purpose. But it's not a terrible idea, given the geography.View attachment 296779
In that same thread you can also see a couple of dungeon (maps and notes) that I've posted. When the players have had their PCs explore those dungeons, I've used my notes to tell them (the players) what their PCs experience. Here's just one example of what was probably 10 or so minutes of play:
I had already, in a previous session, referred to my notes of Megloss's house to (i) remind myself about the weakness of the floor, and (ii) inform the players of this, in accordance with the rules of the game:Megloss then showed them into his back room, where they had to break through the floor (which they knew to be weak and rotten) to get to the dungeon beneath. Golin used his instinct (to Always look for weak points) and succeeded at an Ob 1 Labourer test, and they found the entrance shaft beneath it. Next to the shaft was a a strange statute (pack 1), an idol of an unknown religion, a muscled humanoid with a long tongue and painted in flaking red paint. Fea-bella tried to identify it, but failed the Ob 4 Theologian test (but did open Theologian skill, and also picked up a check for camp phase) and was distracted by the sight of a corpse candle in the cave below. This required an Ob 3 Will test to avoid being lured down - the test succeeded, but only after spending persona to reroll traitors (using Elven Lore-wise).
The PCs went back to the house and decided to enter through the back room, that looks out over the plains and overhangs the overhang on which the house is built. I asked if they were lighting a lantern, and Golin didn't want to - he didn't want Krystal to notice any strange lights. I told the players I didn't have to roll for weather, but would do so to determine the state of the sky - they were happy with that. The roll showed it to be clear and cool, so dim light from the stars and moon, and they were happy to proceed with the extra penalty from a lack of light. Golin left one of his satchels, empty of everything but a pouch, next to the house, so as not to take a penalty to Dungeoneer checks. The Dungeoneer check to get the two of them to the back of the house failed anyway, leaving Golin hungry and thirsty too.
From their new vantage point, they could see shuttered windows, and Fea-bella opened the shutters with an Ob 1 Criminal test. They could see the dusty floor inside, and the roof in disrepair. Golin, suspicious of dust since his experience of explosive powders in Mim's workroom, decided to look more closely, and succeeded at his Ob 3 Scout test - which both advanced his Scout to 3, and revealed that the floor would collapse if walked on. Golin was keen for them to have somewhere where they could eat, before another condition clocked on, and so used his Instinct to work out where the floor was weak (and hence where it wasn't). This succeeded, and climbed into the room and ate some food resting on a solid bit of floor near the back wall.
With this existing knowledge, Golin's player was able to declare actions that fit the fiction, namely, breaking through the floor.
I then consulted my notes, and prompted by them described the small statute that the PCs could see. Fea-bella's player then declared her desire to recognise it. That enlivens a test, which was failed, which then requires a GM decision: either success with a condition (as happened when Golin's player failed the Dungeoneer test for the two PCs to enter Megloss's dusty back room); or a twist. I opted for a twist, and then consulted my list of twists, and opted for the Corpse Candle.
This use of prep is a difference between (say) Torchbearer and Burning Wheel, and also (I would suggest) between Torchbearer and Dungeon World.
The prep itself was informed by aspects of PC builds: the NPC Megloss was introduced into the shared fiction by Fea-bella's player (as the PC's enemy), and the core of the dungeon beneath Megloss's house was built around themes of Elven dreaming and Elven nightmares, that Fea-bella's player had made central to the game.
But there were also standard dungeon self-referential elements ("clues") - eg the statuette was a clue to a demon trapped in a room in the dungeon - as well as aspects that simply seemed to me like they would be fun/interesting for the players, like the viewing throne.
Now, to what extent is the goal of Torchbearer play to learn the content of the GM's notes? It's a component of play, as seen in the examples I've given of inspecting the dusty room, and inspecting the statuette. Unlike classic mystery-solving play, it's not the central focus - once the players have solved whatever mysteries there are, they are then expected to do things; and the process of establishing the mysteries, which - as per what I've posted above - links to player-authored priorities for their PCs, means that there will be things the players are likely to want their PCs to do.
The rules systems of (i) player declared actions generating tests or conflicts, rather than GM decision-making as to whether or not they succeed, and (ii) twists on failed tests, also reduce the centrality of the GM's notes/prep. These serve as a platform or starting point; but the crux and highlights of play are not the mystery- or puzzle-solving.