COMPONENTS | RAILROAD | LINEAR | SANDBOX | PbtA |
Driving Force | GM | GM | GM (via Setting) / Players | Players |
Mechanics | GM Facing | GM Facing | GM Facing | Player Facing |
Character Concepts | Not Applicable | Colour | GM Dependent | Critical |
Setting Importance | Primary | Primary | Primary | Secondary |
Realism Input | GM | GM/Mechanics | GM/Mechanics | Mechanics |
Primary Goals | Story Goals only | Story Goals | Exploration / Story Goals | Character Goals |
Player Agency | None | Little-Some | Some-Greater | Greater |
This is how I see it in the very
general sense, having not played any PbtA myself and only being exposed to this forum and the little I have read online. So I'm happy to be corrected. Each one of us may likely play things and judge things a little differently to the above, according to how we run things at our respective tables. And it varies from game to game and system to system.
There are probably many more components that should be added, maybe some that should be excluded or corrected - I'm certainly (given my lack of RPG experience) poor at defining our hobby which is best suited for the likes of
@Manbearcat.
Now I do not think it's necessary to quibble about player agency given that many of the concerns shared amongst persons who run sandbox games is that player facing mechanics and players having some authorial agency spoils/lessens the immersive experience they wish to create and that is a fair argument. The GM is testing the player against the 'living' setting (GMPC) and there will be unknowns (and that is fine).
So does a PbtA have more player agency? I say of course, given that the player is more aware of the engine at play and by the limitations placed on the GM by the system.
On the other hand, PbtA GMs argue their experience is more immersive, despite the above (player knowledge), because of the necessary tensions created and questions being answered through the fiction which are the primary goals of the system and thus elevate the story being fleshed out and that too is a fair argument.
I feel the GM is also testing the player, but in a much different way to sandbox.
Will the character change going through the crucible and how?
Anyways, this is my two cents on this mammoth of a thread.
I would say that for a non-player, trying to be as concise as possible, this is far from a
bad summary for PbtA games. Imperfect, to be sure, but all of them have minor imperfections or quibbles or "well okay
kind of but also..." bits, so it's not like egregiously worse than any of the others.
The only truly "wrong" (in a certain sense) bits are under Mechanics and Realism Input. That is, I would have said "Agreement/Mechanics" rather than "Mechanics" alone for the "Realism Input", and "Mixed" for mechanical facing.
The realism input for PbtA games is what the table agrees is reasonable. The DW GM, for example, has quite a bit of pull for this--as an example, the move
Spout Lore (functionally a "Knowledge" check in D&D terms) specifically says I, the DM, tell the player something which is interesting (partial success) or interesting
and useful (full success) about something that, in the fiction, the character has either researched, academically scrutinized, or previously studied; I as GM may then ask the player how it is they would know such a thing, if the answer isn't already obvious from the situation at hand. So, for instance, a Wizard would be expected to have studied magic in the past. A Wizard claiming to have good
zoological knowledge about mundane creatures--something rather outside the normal range of Wizardly education--would very much invite such a question, because I as GM would very much like to know where they encountered such a fact.
As a good example from my own game, our party Battlemaster (very much 4e-Warlord-like playbook) once rolled Spout Lore about a highly valuable jewel the party was seeking, and (after the successful roll) I asked him, "Okay Ayser, where did you learn that? Given you're a career military man whose focus has been strategy and diplomacy, why would you know about jewelry?" And the player, who is normally a bit shy and needs a bit of leading on, actually showed a lot of initiative and said that after his father's death (an established part of his backstory), he was partially cared for by a neighbor family, who were jewelers by trade. He didn't learn enough to practice the art
himself, but at least enough to identify various types of gems and to haggle with a merchant about their worth. Perfectly good answer, which gave us some more insight into the rough time in his life (from, very roughly, the age of 8-10 to majority, when he was able to join the military full time, following in his father's footsteps).
All mechanics do--though that "all" is doing a
hell of a lot of heavy lifting--is resolving points where it isn't clear what should happen next. Usually, that means someone or something is under threat, but it can also mean we don't know whether an act or effort would succeed, and both failure and success would be both interesting and reasonable.
As for the mechanics:
players use names for their stuff (like the aforementioned Spout Lore). GMs are explicitly instructed: "Never speak the name of your move." I have
plenty of mechanics as a GM--but I never call attention to them. Really, players shouldn't be thinking in terms of their move-names either, those are just useful labels for a variety of reasons. Players should be thinking about what
actions they're taking within the fictional space. Because "you have to do it, to do it" (=you MUST take actions within the fiction in order for rules to proverbially "fire") and "if you do it, you do it" (=you MUST apply the appropriate rule when you have taken the actions which trigger it), the players should be focused on what actions
make sense in context, and if that happens to involve a move, cool, we do that move and then go right back to answering "what action makes sense in this context?"
So...like...the mechanics
that have names are player-facing, yes, 100%, absolutely. But all the monsters I run? All the fronts I put together? (Just put together another one yesterday, actually, though we're on sort of pseudo-hiatus as both a new not-yet-joined player and an old player are temporarily unable to play.) All of that stuff involves a lot of moves my players never, ever see. Not because I'm
hiding anything, in the strictest sense, but because....there's no
need to name it, the players will see the situation when the situation is happening, and if they prepare (as they usually do! Sometimes excessively!), they can get the
situational information, which is both more in-character and more
useful than the specifics of how I wrote up the...I dunno, alchemy-based "spell"casting rules for the dragon-steroid gangbanger alchemist they fought one time. (Yes, that is an actual fight that happened. Had some really interesting consequences, actually.)