@Pedantic , I saw your tag. I'll try to get a response to you tomorrow.
Just going to Snip in the prior back-and-forth here for context:
Well, I'll take an example from an old sandbox campaign. We started as 16 year olds in a small town. We got to pick or roll randomly for which of the towns 10 families we came from. These had a fixed list of professions; e.g., there was a fisherman but no wizard. That town then came under attack, and we had to organize a defense (most of the adults were away). We started as level 1 characters, which was the least realistic part of the scenario, but imo worked just fine. At that level, we ended up choosing from rogue, barbarian, or fighter (non magic classes).
Ok, I'm going to make up a game called
The Fisherman and the Fighter. This is a focused game that is about (a) the nature of these two PCs as well as (b) the fate of their hometown.
* The Fisherman player and Fighter player each build their character out in the normal way. That build includes Relations, Belongings, Skills, and Traits with dice # and value associated with each. The opening of play sees us going to a backstory scene for each where we play out some seminal, life-shaping conflict and derive a piece of PC build from it.
* During independent tests (against inanimate opposition like a cliff) or versus tests (animated opposition like a person), they build their dice pool based on a transparent procedure and throw the dice. There are transparent stakes for tests, a clear winner/loser, and a margin of success procedure that generates increased fallout for the loser or increase boon for the winner. Independent tests build their "obstacle rating" via a grabbing a base number that indexes what the situation is and then adding additional factors that qualify on top of that. The number derived is the number of successes the PC has to achieve to win the Indy test. In vs tests, its simply the player building their relevant PC dice pool and the GM building the opposition dice pool based on the game's procedures; winner earns the stakes and loser absorbs the fallout (with margin of success piling on more fallout or giving the winner some kind of boon for follow-on conflicts; player choice).
* Players have a very limited currency that they mark and permanently lose. It is reliable (it always does its thing), but it is very limited and not replenishable. Like 3 of these. If they mark all 3, the PC is done in this game. What that means could mean any number of things depending upon the accumulated fiction to date and the final test in which they spend this currency; death, exile, flee like a coward, become a mostly irrelevant redshirt folded in with the rest of the townfolk...no longer a driving force in the community and game (whatever).
Each time the currency is spent, the player overturns the results of a test they just lost. The player also reveals some kind of weight or burden or past event that now haunts them deeply (with the weight or haunt increasing as these 3 x currency are spent).
*
The bad guys are coming (whatever they are). We have limited information on what that entails. We (the group) generate keywords that tells us
what they are, and
why they're coming. Fictional parameters. There is also a procedure for developing their actual statistics that will impact play downstream. This is an open procedure with bounded values/resources for "the bad guys." But we don't resolve yet. We resolve at the very end if we do, in fact, take them on... with the prospect of these values "popping off" such that defending our hometown and our people could be nearly mechanically impossible (though we'll still play it out if we decide to
Make a Stand). This is because we want to find out about the nature of the PCs in the face of extreme odds as well as the scary unknown. Is one of them courageous to the point of being a stubborn fool that will end up sacrificing the whole town in a meaningless stand over a plot of land? Is one of them a secret coward will to give up their home at the slightest specter of looming violence? Is the town consisted of vulnerable folk and mobilized exodus without laboring the enemy is just not realistic...in this case, we find out The Fisherman is a hero and makes a stand with the watch and his strategic use of their mighty reservoir and his traps...while The Fighter flees with the vulnerable and the meek. Etc etc etc, all kinds of configurations could spin out in play, up to and including a stand made and a repulsion of "the bad guys" at minimal cost to the town.
* The GM procedurally generates the town according to the rules. This creates various town qualities and various, key members who have motivations and dice pools not dissimilar to the PCs. The GM actively reveals these through play by provoking and challenging The Fighter and The Fisherman with the backdrop of this looming siege.
* We have a codified
Early Game where we (i)
find out who these characters are and (ii)
the associated overt play (situation-framing > tests or vs tests to decide what happens > fallout > follow-on conflicts which cascade forward) with the machinery as above. Once that resolves and we know (iii)
how the town is mobilized and mustered and (iv)
who these two PCs are, we advance to the codified
End Game.
* Now, through the process and accumulated fiction of the
Early Game, the nature of the town and the two PCs have been mostly revealed and we know if we're taking a stand, or fleeing, or both, and who has been mustered and who has been revealed a coward or a heady leader.
Here, we do go through the process of generating "the bad guys." Depending upon how the
Early Game went, the
End Game features one or two codified conflict resolution procedures; a Flee/Chase conflict (if that is part of things) and/or a Make a Stand conflict (if that is part of things)
* Once the
End Game is resolved, the nature of the Fighter, the Fisherman, the town, and the fate all parties has been decided and cemented.
Ok, that ran long. I didn't anticipate that. So I'm going to leave this here as an exemplar of the sort of play I'm depicting and I'll circle back to it sometime tomorrow and "black box-ificate" and "GM decides-ificate" the above in key ways that change the parameters and nature of play in ways that I find undesirable.
If you have any questions about any of the above, I'll answer those tomorrow when I get back in here and reference the above made-up game and then revise it away from the above described paradigm.