And as both I and @thefutilist posted - in posts to which you have not replied - this is no different from anyone else's RPGing. All RPGing outside of "dungeon of the week" and the most ludicrous funhouse dungeons like Castle Amber or White Plume Mountain does this.I’m saying that in a Living World framework, we treat the setting as if it has internal logic and continuity.
This sentence clearly means something to you. Its meaning is not clear to me, because I don't know what it means to author a logic moment to moment.That logic isn’t authored moment to moment, it’s extrapolated from prior events, procedures, and in-world reasoning.
But anyway, I posted a detailed exposition of Burning Wheel play here <D&D General - [rant]The conservatism of D&D fans is exhausting.>, and it shows how the setting has internal logic and continuity that is extrapolated from prior events (eg pertaining to the city, and its streets and catacombs, and the presence of Jabal's tower, etc) and procedures (like the success or failure of tests rolled by the players) and in-world reasoning (like the fact that the passage of time will enable a person to recover from being drugged; or that a catacombs/sewer complex will have grates where those underground can look up and those in the street can look down).
No doubt you think the Living World does things differently from BW. I think so too. But your description isn't making the difference clear at all, because your description applies just as much to BW, as per my previous paragraph.
The distinction, as you word it, makes no literal sense: because the world can't change on its own. It is an authored thing.The world doesn’t change because I, the referee, decide it does. It changes because something in the world logically follows from something else. That distinction matters.
What I take you to mean is this: that the referee does not make arbitrary decisions, but rather makes decisions that can be explained by reference to the logic of the world, and extrapolation from that. The reason I take this to be what you mean is because (i) it is the standard approach to GMing a "living world" sandbox, and (ii) it seems to be what you are talking about when you refer to logic, consistency, extrapolation etc.
Given your earlier repudiation of what you call "meta agency", I also infer - though you've not stated it - that what is just as important is what the GM excludes from consideration, namely, that something might be interesting or that something might pose a moral quandary for the paladin or that something might offer the potential for a satisfying climax to a dangling question that the players have been puzzled by.
For reasons that are not clear to me, though, you seem very hesitant to just come out and speak plainly about what factors you regard it as appropriate to consider, and what factors you regard as off-limits. You prefer to cloak this all in metaphor.
No it's not. It's just a request to explain it literally rather than via metaphor.Saying “there is no world that exercises causal potency” is a complete rejection of that model.
I'm not collapsing anything into anything.You’re collapsing adjudication into authorship, pretending that just because the referee is the one rolling the dice or consulting the tables, the world has no independent frame of reference. That’s not how I run my campaigns, and it’s not how a lot of sandbox referees do it either.
A key part of adjudicating a RPG is authoring. Deciding, for instance, that the giants make friends with the PCs is an act of authorship - it is, quite literally, the creation of a piece of fiction, and so is a paradigm of authorship.
I don't know what this means, and unlike some of your other statements I can't form a reasoned conjecture as to what it means.You want everything to flow from declared authorial intent.
But I'm not talking primarily about what I want. I'm talking about different principles that a GM might use in deciding what they should say happens next in the shared fiction. I've talked about some that I think you use, and also some that I think you regard it as important to avoid. I'll say more about those immediately below.
This is why, upthread, in reply to you, I posted this:You’re trying to reframe this as if we agree on everything but the procedures. We don’t. This isn’t a mechanical disagreement, it’s a fundamental difference in how we treat fiction at the table.
And of course, those differences in how to use the fiction are differences in procedure. And in heuristics. As a GM, I enjoy having regard to considerations like this will make for an interesting moral quandary for <this PC> or this will test the extent to which <this PC> is prepared to stick to their principles. Whereas I am pretty confident that you reject those principles.I think we have different views about how to use fiction during play.
Furtheremore, I think you have at least two reasons for rejecting them, one a "meta" reason (about what a referee should do) and one a "setting" reason (about the nature of the setting):
(1) You think that the referee should be neutral towards the players; and the considerations I've mentioned aren't neutral but rather are deliberately and obviously intended to put the player of the PC in question under pressure in respect of how they think about and play their PC;
(2) You regard the world's logic as essentially indifferent to these sorts of moral or thematic questions, and so it would be contrary to that logic for you to make decisions about the setting which do have regard to such questions.
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