My desire is explicitly for a world that feels realistic. If "player driven play" requires the players to have more information than their characters would reasonably have access to, then I'm opposed to it.
You do realize this bolded bit is an extremely subjective judgement call which can deliver terrific levels of disagreement. An easy area of disagreement actually engages with the immersion/habitation issue.
If someone is playing a PC in a locale where that PC (a)
inhabited for the course of their offscreen/pregame life and therefore have attained crucial experience and (b) would have established consequential relationships, a player having their orientation/action declaration process filtered through their GM's "would your character have reasonable access to hometown/regional information or relations who are willing/able to help" concept-space (rather than their own concept-space or through systemitized mediation or reliable currency expenditure) is an utter shut down for their setting immersion and PC habitation (not to mention a shut down of autonomy in gameplay).
That player, through their PC, becomes utterly alienated to setting, situation, relations.
Same thing goes for the fire vs Trolls conversation. There is a host of GMs who consider players, playing their adventurers, acting upon that information as degenerate metagaming. Meanwhile, there is a trivial case to be made that such information would be selected for as pervasive "word-of-mouth" or folklore minimum.
Point being, you're making a judgement about "reasonable access" and that judgement can absolutely be rationally disagreed with (and, in some cases, should be disagreed with to achieve "same pagedness" bare minimum).
Manbearcat said:
This is what frustrates me about the "trust the GM" axiom:
If the actual gameplay layer is transparently systematized in a compelling, engaging way for player decision-trees and the GM executes their part in delivering that gameplay layer in an expert and deft fashion? We...don't have to trust...anything. We just...know. Because its...right_bloody_there. GM does their overt part + player does their overt part + system does its overt part = in concert we have arrived at a new, transparent gamestate and associated situation-state.
I thought this post seemed interesting but I'm afraid I don't really understand what it's saying. Are there specific examples that illustrate the differences?
I've got to be away for the rest of the afternoon, but I want to engage with this in the most functional way possible. To that end, I want you to have as much clarity as I can muster. So I'd like for you to set the parameters here so you have maximal information going into this exercise. If you would, please give me:
* A few elements of setting and immediate situation that you intend to be parameters.
* Some kind of conflict archetype (say,
perilous journey or
convince crowd) with a couple of PC archetypes (pick
any two).
After you've nailed that down, I'll depict how I would desire it to be systemitized, GMed, run and a "black box GMing" alternative.
Probably won't be till much later today or tomorrow morning.