2) I would very much advise against anyone taking cues about a game from a convention experience. It is basically the worst conditions possible. You have a time crunch and an experience crunch that is going to generate very particular pressures upon play that won't manifest in actual play. You have the dynamic of one or multiple or all players not being sufficiently familiar with system to principally play the game...either skillfully or perhaps even functionally at all. You have a GM that may or may not know the system as well as they should, but regardless they are saddled with this player dynamic and this time/experience crunch dynamic. You have the social pressures of totally weird game theory where complete strangers are cast together in a collective endeavor and they're trying to facilitate something that is alien both in terms of procedures and in terms of collective chemistry...and there is probably going to be at least one person who isn't governed by self-awareness and "best foot forward" (like the HAY LOOK AT ME GUSY loud dude who dominates conversation and play and makes things terrible for everyone...and no one can rein him in).
The odds that any given game churns out the functional (let alone skillful) version of a novel RPG game would have to be very, very remote.
So here is simple counterfactual for your unreliable con experience. I've run these types of games for over twenty years. I've averaged at least 3 hours a week of running one of these games (I run a lot of games...a lot). If you do that math, that is a whole_lot_of hours. I've probably born witness to "the loud guy getting their way" perhaps a handful of times...4-5ish seems about right. In that span, that is not a lot.
3) Consider this. If you have this kind of concerns about "a loud guy dominating collaborative worldbuilding" in a game I just made up off the cuff which features a democratizing of an incredible small amount of procedural "bad guys" generation (one brief moment at the outset of Early Game to generate a few tags to abstractly render this metaphorical Sword of Domacles of the "the bad guys" upon the imagined space...then one at the beginning of the End Game where we roll dice to come up with their scale and dice pool attributes)...how is that you're ok with the traditional GM model who is the equivalent of "the loud guy" at every_single_moment of play?
In that situation with the traditional GM model, the process of worldbuilding isn't the briefest of interludes...it is the fullness of play.
In that situation with the traditional GM model, the ownership of worldbuilding isn't democratized...it is unilaterally owned and deployed by the equivalent of "the loud guy."
In that situation with the traditional GM model, it is hardwired onto play that "the loud guy" gets the megaphone.
In light of that, it becomes very difficult, very quickly for me to take your lament about "the loud guy at the con game during the worldbuilding" particularly seriously in terms of impacts.
Lastly here, I would give the same advice to evaluating system/game based on the canned adventure they come with. Adventures overwhelmingly look like railroads and play like railroads...because they're constructed as such overwhelmingly because adventure-writing hews toward dot & node connecting from a set of initial conditions to a vaguely prescriptive endpoint. It is at least as likely, if not more likely, that
the problem you're detecting with system is actually a problem you're detecting with adventure writing at its core.
So read a game and run it yourself before you draw conclusions. Don't go to a con. Don't index the crappy canned adventure in the back of the book (or wherever).
4) Finally, as I pointed at about, the game of
The Fisherman and The Fighter features a significant amount of traditional play at its core and only an incredibly small amount of coalitional worldbuilding (that is mostly just procedural...what is novel is that there is some level of democratized input as well as the process being table-facing). Overwhelmingly, it should look like good, non-railroaded play that hews to the traditional model in large part:
* GM preps with conflict-charged situation and NPCs with motivations.
* GM plays that situation represents those NPCs through their motivations and capabilities.
* Players build motivated characters with competencies, connections, assets.
* Players play those motivated characters as they advocate for their beliefs, aspirations, relations through their competencies, connections, and assets.
@The Firebird , not going to get to your reply today I don't think. I've got things to get done in the next three hours > I'm going climbing after that > I've got a game of Scum & Villainy to GM at 8:30 PM EST > then bed as I have to catch an early flight tomorrow morning. I'll be completely occupied while I'm away so there is no way I'll be able to digest and compose a response during that period; through Tuesday late. Maybe I'll get back in here on Wednesday of next week? If so, I'll get to our conversation then. Apologies.