Can you also accept that for many players, satisfying "uncovering of setting mysteries" and "earned actions" do not require detailed notes and sole-GM authority? That it feels as real to them without any of that? That they love being asked to either establish or embellish parts of their POV ("
Painting the Scene" is a technique I rely on a
lot to draw character's perceptions of the world out), and this shared ownership is a highlight of our play?
I’ll be straight with you, I’ll answer your question, but I do want to point out something first. The way it’s phrased feels like it assumes I don’t accept other valid playstyles unless I say so here. That makes it harder to write a clean answer. I’m not upset, but I think it’s important to explain where I’m coming from before continuing.
Can you also accept that for many players, satisfying "uncovering of setting mysteries" and "earned actions" do not require detailed notes and sole-GM authority? That it feels as real to them without any of that? That they love being asked to either establish or embellish parts of their POV ("
Painting the Scene" is a technique.
Sure, but focusing on that misses the larger point I was making.
Like, at the end of almost every session of Stonetop my two-lore focused players register that they loved digging in and finding new details about the world or uncovering mysteries (or are frustrated that they just haven't quite gotten there yet, so that's a wish for next time!) - but it's all extrapolation with some occasional exploiting of the setting prep. Often with provocative questions, or a cross-cultural check ("Zel, what did your church down in Lygos teach you about X? Oh ok, cool! Hey Naren, what have you read in books up here in the North about the same thing that's very different?"), and some GM adjudication. And always addressed to the characters, grounding it in their experiences and background and perceptions etc.
I think we’re both successful in producing the same kind of feeling for our players—mystery, weight, discovery, and character engagement. But that doesn’t mean our approaches are the same.
Upthread, I went into detail about how I accomplish this in my Living World sandbox campaigns: how prep, impartial adjudication, a consistent world state, and emergent consequences support that feeling. I also analyzed how Torchbearer accomplishes this differently, like with conflict-driven mechanics.
With your approach, I see the
effect you’re describing, but I don’t yet have a clear picture of the
process that produces it. If you’ve already laid that out and I missed it, my apologies. But if you walk me through what it is you do, I think we could pinpoint where our methods differ and what the consequences of those differences are, like I did with Torchbearer.
And to touch on your initial comments, I firmly believe that when it comes to creativity, different techniques aren’t inherently good, neutral, or bad, they simply have consequences. If the consequences of a given approach or mechanic strengthen your creative goals, then that’s a success, regardless of the form it takes.