Like does this seem "objective" to you? It is just a GM decision, seems pretty damn fiaty to me.
Sure, if you ignore all the points of input the player had into making it. The players chose the Score. The players chose the Approach to the Score. The players chose the Detail of the Approach. The players brought up looking for a trap.
Without all of those decisions, the GM wouldn't even be at this point of play where there's a chest they're thinking of breaking into.
Now... imagine a more traditional approach. The GM has decided what the goal of play is (solve the mystery, beat the adventure, etc.), the GM has prepped the location for play, the GM has determined the ways to proceed through the location. They have set the obstacles. They have determined if there is a trap there.
All the player input amounts to is to determine what predetermined thing the GM will tell them about.
This is why I've been arguing since the beginning of the thread that it's not GM Fiat that is a problem in and of itself (as much as any of this may be a problem for a group), but rather the layers of GM Fiat. It's not about eliminating GM decision making... it's about introducing other methods into the mix so that it's not all GM decision making.
Perhaps. But different printed games have different printed principles, some more explicit some less. Are narrativist games generally more open about theirs? Perhaps. As it is not the dominant paradigm, it makes more to be more explicit about it, to avoid people assuming it should be played like more mainstream games.
I don't see why a list of principles... of things that are meant to guide you in areas of judgment... would ever be frowned upon in a game text. The idea that it's unnecessary is an odd one to me.
Looking at D&D 5e, I think it could do with a lot of that. Especially since it seems to support so many various approaches to play. They should include principles for all of them.
But ultimately what does it matter where the principles come from, as long as they exists? Like sure, it is nice if the book you presumably paid money for tells you how the game in it is supposed to be played, but in absence of that, you can just decide to run a game in certain way if you have sufficient understanding.
Well, I personally would have preferred a lot of different advice than what I got from my early days in the hobby. Not to have to trial and error things for years until this stuff all started becoming more widely discussed as the internet came along.
The explicit negotiation was already covered by several people, but you here, and @hawkeyefan above, reference influencing the GM decision making. In a game like this I need to think "Best not mention traps, or the GM will put one in the game" or alternatively trying to feed the GM the ideas I want to see. This to me is thinking about the GM's state of mind, as you need to if you're trying to influence it (or avoid influencing as it might be.) And this is purely player metagame thinking, as obviously the characters in the game do not think that their external reality is malleable that way! And in more trad game it isn't.
Well, when I GM these kinds of games, I want them to be about what the players are interested in. Hence why I might introduce a trap in a Score that's about infiltrating a location and stealing a treasure. Because the players are the ones who decided to infiltrate the place to get the treasure.
The "best not mention traps" angle is kind of silly, though, no? I mean... there are going to be obstacles. If it's not a trap, it'll be something else. And here's the thing... just as there are GM Principles, there are also player principles. What you're describing sounds to me like something that violates several of them.
- Embrace the Scoundrel's Life
- Go Into Danger, Fall in Love With Trouble
- Don't Be a Weasel
- Take Responsibility
- Don't Talk Yourself Out of Fun
If the game to you is "nebulous nothing" without constant intrusion of rules, that to me suggest that the fiction is poor. What actually is interesting in a roleplaying game are compelling and complex fictional situations where characters with values, goals and established personalities have to make meaningful decisions and experience intense emotions. You don't need rules for any of this. You don't need rules to tell the GM what to say, you don't need rules to tell the player how their character feels. GM crafts interesting situations, the players roleplay their characters. That's it, that is at the core of RPGs, and to me it seems that a lot of people are unable to see this under all the extraneous junk they've piled on top of it.
Your one true way doesn't appeal to me. I'm glad there are other methods for RPGs to allow us both to enjoy games.