Bolded emphasis mine.
I'm running Trad Sandbox, so much of what you write if not all is fairly familiar to me, however the best way I believe, that I have achieved the above is by including some player-facing mechanics.
I'm not nearly close to the level that some others in this thread are at, but what I have found, at least at my table, the more player-facing the game is, the more certain players can invest in the integrity of character and the the plausibility of the fiction generated at the table.
The players that already do this are never a concern so I'm speaking to the others which make us Trad DMs cling to our strings of power.
In heavy LARP influenced games such as the one run by
@robertsconley, I'd imagine integrity of player characters and the the plausibility of the fiction generated at the table
by them (the players) is greatly assisted by the in-character speaking. It would be interesting to note given Robert's particular style of running games, how many of those so-called
metagamers exist and persist at his table. I'd imagine very few to none, but that is my assumption based on the style of play.
I fully support people using what works for them. I would like to think nothing I've said in this thread suggests that methods different to the ones I use can't work, or shouldn't be used. When I've been more heated in this thread, I believe it's been when people are saying that the methods I use don't work, are inadequate, aren't really doing what I think they do, that my players are secretly oppressed or want something different, that the things I want from a game I would better achieve using the poster's preferred techniques.
I am bemused by comments like "Trad DMs cling to our strings of power."
All I'm doing when I run games is what works for me and what I know from long experience makes my players happy. No one that I game with is trying to strip me of any power, so no clinging is required. The fact that I have power gives me no pleasure in-and-of-itself. The fact that I wield it, as adroitly and thoughtfully as I can, to help my players engage in long-lived campaigns that keep them coming back for decades, that is something I do take pleasure in.
I may be misreading you, but it sounds a lot like you're suggesting that you assume that the things you have found improve your game would also improve mine, if only I was willing to open my eyes and see it.
I've run a very successful, fun campaign of Blades in the Dark. I've run Pendragon, with everyone buying into passions. I'm currently running a mission-of-the-week supers game where I very much
am directing the story in many ways (and I find it less fun, overall, but my players are enjoying the change of pace, and it's giving me an opportunity to work on my next sandbox while I run it). In my much younger days, I leaned heavily on illusionism, and one of the most memorable sessions I ever ran, remembered fondly to this day by every player there as possibly the best session they were ever involved with, ended with a
deus ex machina that makes me cringe a bit when I think about it. I'm quite willing to try many game styles, and I have learned what works for me (and my current group) and what doesn't over long decades. I don't need encouragement to open my eyes to other possibilities and I am certainly not afraid to run and learn about a range of different games.
And to be clear, I'm not saying that my experience means I know more about gaming than anyone else here. But it
does mean that I absolutely do have orders of magnitude of more insight into what works for me, and for the players I game with, than anyone else in this thread.
My next campaign is going to be a sandbox I run with the methods being discussed in this thread by the "trad" crowd, probably more aligned with
@Bedrockgames' techniques than
@robertsconley's. I will use those methods because I know they work and they create a game I enjoy, and that my players enjoy. And I will continue to refine those methods, from session to session and campaign to campaign, as I continue to learn from my experiences.
If, at a later point in time, I'm in the mood for more player-facing mechanics, then I will run that sort of game.
If I have misread you, I apologise. I know I've been a bit snarky at times in this thread; with this post I'm trying to as politely and clearly as I can explain my position, and why I find some of the anti-trad rhetoric frustrating.