GM fiat - an illustration

Sure, but I’m asking him specifically what he does. Like, if you ask me what my prep for Stonetop looks like, I can describe it. I have a notebook and I have notes. Each page is a session and I take notes during play. The next page I makes notes about what’s possible or likely to happen next session. Every now and then, I devote a page to the Impending Dooms (these are 6-stage timelines for different threats to the town).

If you asked me how I prepped for Spire, I could show you the relationship mindmap that I made to start the campaign and the handwritten notes I made during play to update things.

What do you do for your game? You mention tools… what tools do you use?

Again like I said, there isn’t a consistent way. Every campaign is going to be different depending on where my mind is and what I think I will need. So I will have whatever descriptions of people and places I think are important but as I have said before players pushing boundaries forces you to expand that (I am not going to have exhaustive information of a sect, a player might ask a question that I hadn’t thought of, and I might have to flesh that out more during play).

For tools this also varies. Some campaigns I use different tools depending on my focus. But typically lots of tables. But standards for my Wuxia campaigns would be grudge tables for managing ongoing conflicts (i.e. rolling to see if an enemy shows up), shake up tables, sect war shake up tables, encounter tables, occasional random generators, etc. I am also almost always going to have a master list of the living and dead where I add new details about characters, update their status if they die, etc. again none of it is reinventing the wheel but these are the kinds of things that make managing this stuff easier.
 

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The argent makes perfect sense. If I choose on a whim or if I choose based on plausibility, I am still choosing… and therefore directing play.

No, you aren’t directing play. The players still have a say in what they do. You might tell them what is in the town when they arrive. But your description of the town will grow around their questions and all this does anyways is establish what is there. The players still act and push on things. You can tell them that Eagle Fang Karate has a sect headquarters there. But if they go and talk to sensei Lawrence and discuss forming an alliance to defeat Miyagi-Do, the players are moving things in a direction the Gm wasn’t planning. And the GMs choices do matter here. The GM needs to decide what Johnny Lawrence says in response but I would personally base that reaction on things like what the players offer, what impression they make and what Johnny currently wants. That is very different from the Gm just directing play in my opinion because so much of what he is doing is reacting and taking seriously the actions the players propose (and he is taking the goals of factions and NPCs seriously, not simply deciding based on where he wants things to go)
The dice “can” or “may” come into play is what makes this unclear to me. Things being certain enough that only one plausible option exists is, in my opinion, a pretty rare thing.
I use dice all the time for unknowns. But I don’t think you solve much by giving GMs orders on when this has to be. Obviously some mechanics will prompt dice rolls. But when you are GMing things like the actions of a faction, I think allowing for flexibility is very important. The dice are a tool. So how I might use them in this example is I might give Johnny an empathy and it detect roll (especially if they are being deceptive but I am unclear how good a job they did at it) to size up the players before he makes his decision if I feel he’d be on the fence. And if Johnny agreed but was suspicious, I might have him send a spy, which would mean players get regular detect against the guy’s stealth and he probably has to make survival rolls to keep up with and follow the party. If I decide Johnny wants to learn more about the players after they leave, I am probably going to assign him an information network dice pool (in this case let’s say 2d10) and roll that against a target number (and would base what I for he gets on whether the roll fails, succeeds or gets a 10 result).
 

I think there is a difference between a mechanic that’s intended to be used as a tool with a choice about when to deploy it and a mechanic that’s intended to be part of the game with no choice around when to use it. These are totally different things.

Most, maybe all d&d mechanics are written as tools. This is why at least in 2014 there is advice written around ignoring those tools if circumstances make sense for that.
 

I think there is a difference between a mechanic that’s intended to be used as a tool with a choice about when to deploy it and a mechanic that’s intended to be part of the game with no choice around when to use it. These are totally different things.

Most, maybe all d&d mechanics are written as tools. This is why at least in 2014 there is advice written around ignoring those tools if circumstances make sense for that.

You'll get no disagreement here. In fact, this is the crux of the point that I've been attempting to make in this thread (and elsewhere over the last many years):

Games as collections of procedures, techniques, and freeform where “ignoring those tools if circumstances make sense (to the GM) for that” make for a gameable space that is either a black box to players or sufficiently volatile/erratic/unintuitive that it may as well be a black box.​

The contrast with Torchbearer (with its procedures that are "intended to be a part of the game with no choice around when to use it" as you correctly put it) is stark in terms of stability of gameable space both sequence-to-sequence and in terms of throughline of play. You know what GMs are going to be doing in their map-making, in their obstacle creation, in their Twist deployment. You know how the attrition model of The Grind works. You know how your resources/currencies are able to be mustered and how those impact your ability to deploy measures to traverse from an adverse gamestate to a more desirable gamestate.

Stability and transparency of always-on structure/procedures/techniques and clarified, undergirding principles vs volatility and veiled of maybe-on, maybe-off, maybe-something else structure/tools/techniques and GM Storyteller/"living breathing world extrapolation" imperatives.

Again, circling back to Immersion priorities, maybe that "GM freedom" (including the freedom to not index PC's relations/ethos/goals as the centerpiece of conflict and instead feature the setting/foil as the protagonist for swathes of play) + the volatility and veiled nature of gamestate and setting evolution = Immersive for a certain disposition where the inverse feels "gamey and artificial" (the common lament).

That is totally fine. But it would be excellent if we could all agree (as you've pointed out above) that "these are totally different things" and they generate divergent experiences (around table-time, around gamestate interactions/gameable space, around featured protagonism, around immersion experience for various individuals).
 

No, you aren’t directing play.

Yea. Besides, what does directing play even mean? Is it choosing what fictional obstacles the PCs face? Is it choosing setting details about the world the PCs inhabit? Is it creating interesting NPCs they can interact with? Because most RPGs either have the DM do the lions share of these things, or have these explicit details in the rule book itself.
 

You'll get no disagreement here. In fact, this is the crux of the point that I've been attempting to make in this thread (and elsewhere over the last many years):

Games as collections of procedures, techniques, and freeform where “ignoring those tools if circumstances make sense (to the GM) for that” make for a gameable space that is either a black box to players or sufficiently volatile/erratic/unintuitive that it may as well be a black box.​

Like I said last time you mentioned this, I don't think this is quite true, unless you mean "gameable space" only in very mechanistic sense. In a game of fiction, the gameable space is the fiction, not just the rules. What is required is that fiction to be coherent and consistent enough, that players can make meaningful decisions based on it. Now rules might be one way to achieve this, but certainly not the only, or even necessary, one. And indeed the GM ability to sidestep the rules in case where their output quite doesn't make sense given the fiction, does not lessen the coherence of this gameable fiction space, it increases it!
 

@pemerton

Most of us don't trust your analysis of RPG's in general because we don't agree at all with your analysis of the non-narrativist games we play. So, as an example, when you give your analysis of how a game like TB2e or game mechanic in TB2e works, that may be plenty for someone that generally trusts your analysis, but for those of us who don't we need to see pretty much all the nitty gritty details so we can make up our own minds using our own terms.

I'm not saying you are doing anything wrong, i know it's really hard to account for all the nitty gritty details and you've tried at least in the recent pages to provide those details, but I believe this lack of trust may be a source of reoccurring frustration for you in these discussions. When we don't believe something from your analysis right off (or sometimes ever), it's not because we think you are lying or mistaken about the factual elements behind the analysis, it's because we know we don't typically agree with your analysis of those factual elements in other games. This is especially relevant when we get a barebones description of some game element from a game we aren't familiar with (or lack of description of other game element dependencies) and then your analysis conclusion is that it's like X from D&D or other game which doesn't really provide us enough to determine whether we agree with your conclusion.

Anyways, just an observation, I don't think there's really any action to be taken on it, other than simple awareness on all sides.
I have dozens and dozens of actual play posts. I've linked to some of them in this thread. You can read them if you like.

I've watched some of @Bedrockgames and @robertsconley's actual play videos. In this thread, I've seen the latter post notes for a "world in motion" campaign which seem to me, and which he has agreed, are basically the same (technique-wise) as the ones that I posted from my campaign of 30 to 35 years ago.

I don't recall ever having any trouble making sense of your accounts of how you play RPGs.

I don't think I post anything mysterious. It's not hard to understand, for instance, how to play Burning Wheel. I have had posters seem incredulous in the face of the instruction to a GM that everything they do should be done keeping in mind player-established priorities for the players' PCs. But incredulity of that sort is not my problem.

I do read posts in which various posters - including, it seems to me, you from time to time - want to assert simultaneously that a GM can exercise far more control over the content, theme, stakes etc of play than Burning Wheel directs them too and yet be a game in which the GM is exercising no more control than a Burning Wheel GM. To me that seems contradictory, and I've never seen an account of actual play that illustrates it happening.

I also see posts which seem to assert that there is a fundamental difference between (say) rolling on a wandering monster table and learning that (for instance) 5 Orcs turn up, and rolling on a Camp Events table and learning (for instance) that one Dire Wolf turns up. But what the difference is, is not spelled out. After all, both involve introducing a new element into the fiction. Both are sensitive to the usual sort of in-fiction stuff: where the PCs are, what sort of effort they are making to conceal/protect their camp, etc.

When a "world in motion" GM rolls up 5 Orcs, that GM thinks about the stuff they have authored and imagined about Orcs and the stuff they have authored and imagined about this location and, from all that stuff, comes up with a story about what 5 Orcs are doing here.

When I rolled up a Dire Wolf, I thought about what is the established fiction - which included the Moathouse in the distance - and how can I build on what the players are trying to have their PCs do - which included trying to get to the Moathouse. I also had in mind the description of Dire Wolves (Scholar's Guide, p 182):

These massive, rangy wolves are possessed of a savage lupine intellect - some can even speak the languages of goblins or humans.

In the wild, they run in packs and are fiercely territorial; they will not hesitate to attack if threatened or if their cubs are in danger. They tend to be shy creatures but will descend upon isolated settlements if hungry enough. Hobgoblins and orcs frequently capture and enslave dire wolves, training them as brutal mounts.​

I knew that the Moathouse was inhabited by human bandits, Gnolls and Bugbears; and was led by the Half-Elf Lareth the Beautiful, who "has been sent into this area to rebuild a force of human and Trollish fighter so as to gather loot and restore the Temple to its former glory, joining the Eye of Fire with the Black Void". (In TB2e, "troll" has the same meaning, more-or-less, as does "humanoid" or "giant class" in classic D&D.)

So it did not seem unlikely that there would be a Dire Wolf working with the Moathouse forces, and acting as a scout. And so I deemed it thus!

Some people would not see any difference between what I have described myself as doing, and what the "world in motion" GM does. If there is a difference, it is rather slight, and is the same as what I have frequently posted - the fundamental difference between player-driven RPGing, and GM-driven RPGing, is the basis on which or, if you prefer, the principles whereby the GM makes decisions about the fiction they introduce.

In this particular example, it was the decision to give the Dire Wolf a motivation and origin story, within the fiction, that bound the PCs (and thereby the players) more tightly to their Moathouse goal. As a GM, I take cues from the players.

If things take their normal course, than what I now expect, in response to this post, is to be told how (i) "world in motion" GMs also take cues from their players, but (ii) how they also create genuine "living" worlds rather than cardboard cut-outs, stage scenery etc because they draw upon content that has been authored without having the players in mind. It will also be emphasised that (iii) coming to know that non-player-driven content is key to the game experience, although (iv) it's reductive to mention that key to the game experience is the players coming to know that content.
 

I think there is a difference between a mechanic that’s intended to be used as a tool with a choice about when to deploy it and a mechanic that’s intended to be part of the game with no choice around when to use it. These are totally different things.
This seems true. There is a difference, for instance, between rules of the game and things the GM might have regard to in deciding what to say next.

Most, maybe all d&d mechanics are written as tools. This is why at least in 2014 there is advice written around ignoring those tools if circumstances make sense for that.
I assume you are talking here about 5e D&D. I don't think what you say here is at all true of classic D&D, or 4e D&D.
 

You'll get no disagreement here. In fact, this is the crux of the point that I've been attempting to make in this thread (and elsewhere over the last many years):

Games as collections of procedures, techniques, and freeform where “ignoring those tools if circumstances make sense (to the GM) for that” make for a gameable space that is either a black box to players or sufficiently volatile/erratic/unintuitive that it may as well be a black box.​
  • What we agree on is that mechanics that can be ignored are not the same as mechanics that cannot be.
  • What we don't agree on is that this necessitates a gameable space that is volatile/erratic/unintuitive.
  • I think 'black box' is an accurate description in the sense that the precise mechanics are at least initially hidden from players.
  • I don't agree with the implication that having mechanics hidden from players makes for a non-gameable or less gameable space.
So our agreement on that one difference about mechanics as tools vs mechanics as requirements doesn't support (or at least clearly support) these other conclusions you attribute to it.

Note: I'm happy to discuss any of these things in more detail.

Stability and transparency of always-on structure/procedures/techniques and clarified, undergirding principles vs volatility and veiled of maybe-on, maybe-off, maybe-something else structure/tools/techniques and GM Storyteller/"living breathing world extrapolation" imperatives.
Here's my biggest issue - you describe your preference with good adjectives and my preference with bad adjectives. Maybe it's not intended, but it's there plain as day. The very terms you choose to do your analysis in privileges your preferences.

Note: It's not just you doing this, others do as well, and those with my preferences often do the same toward yours. But until we are all able to actually develop and use some neutral terminology then we aren't going to really get anywhere. I will keep trying but I don't have high expectations for the results.

Again, circling back to Immersion priorities, maybe that "GM freedom" (including the freedom to not index PC's relations/ethos/goals as the centerpiece of conflict and instead feature the setting/foil as the protagonist for swathes of play) + the volatility and veiled nature of gamestate and setting evolution = Immersive for a certain disposition where the inverse feels "gamey and artificial" (the common lament).
This is a better description, but I'll note that the positive word choices about my game preferences are made in terms of feelings, whereas the benefits you listed for your preferences above were no feelings and thus more objective. That's more privileging of your preferences. It's okay, it's not just you or anyone else with views more similar to yours. People with views similar to mine do the same. But it makes real discourse next to impossible.

That is totally fine. But it would be excellent if we could all agree (as you've pointed out above) that "these are totally different things" and they generate divergent experiences (around table-time, around gamestate interactions/gameable space, around featured protagonism, around immersion experience for various individuals).
First let me say I agree with this. But it also goes both ways. There's certain differences I've brought up that get trivialized and vice versa. I think we all mostly agree these things are different, our discussions mostly turns on how the particulars are talked about (good adjectives vs bad, objectivity vs experiential) and which differences actually matter.

Also this is a bit fascinating to me because in the torchbearer 2e example it was claimed to have the same kind of mechanic as wandering monster checks in D&D. But as you note here the rest of the context really must be considered with that.
 
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Like I said last time you mentioned this, I don't think this is quite true, unless you mean "gameable space" only in very mechanistic sense. In a game of fiction, the gameable space is the fiction, not just the rules. What is required is that fiction to be coherent and consistent enough, that players can make meaningful decisions based on it. Now rules might be one way to achieve this, but certainly not the only, or even necessary, one. And indeed the GM ability to sidestep the rules in case where their output quite doesn't make sense given the fiction, does not lessen the coherence of this gameable fiction space, it increases it!

We have a simple disagreement here. I believe the gameable space includes the shared fiction (or shared imagined space as I prefer to use) we all know and are all bound to. Stuff that is written down, but not revealed and may yet be revised is not gameable because there is no real way to assess and make reliable moves in the game that have predictable effects.

At the very least I would carve out the part of the game that is a black box from the part that is not.
 
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