Thanks for the reply, but it’s worth pointing out that you didn’t actually refute the argument I made. Instead, you shifted the conversation, reframing my position and softening your own, without addressing the core contradiction I raised.
Let’s break it down:
You Avoid Refuting My Point by Shifting the Frame
Rather than address my claim that your authority functions the same as a traditional referee’s, you pivot to tone and presentation:
You emphasize phrases like “what you’ve prepared” and “your world,” while minimizing player agency with “yeah, the players will select…” The implication is that my campaigns are rigid, GM-driven experiences where players are just along for the ride.
This framing avoids the actual issue: the presence and use of referee authority. You’re focusing on aesthetics and tone, how things feel, rather than engaging with what’s structurally occurring at the table.
I'm not shifting anything. The authority that we're talking about... my preference for keeping the game moving and focused... is different than your living world approach.
We're both concerned with some kind of logic and plausibility in how we make decisions or introduce new information, but the reasons are different. You're more focused on the setting. I'm more focused on the characters. For me, the setting is there to serve our play, which will be to find out about the characters.
I think that is significantly different than your description of play being about the players "visiting another world".
You Recast Your Authority as Benevolent, But Don’t Deny It
You then present your intervention as neutral facilitation:
That’s a judgment call, your call, about whether something counts as play worth continuing. That’s fine. I do the same thing. But let’s not pretend that isn’t GM authority in action. It’s the exact kind of discretion that traditional referees exercise, just framed more gently.
And to show I’m not simply defending “my way,” here’s a quote from my own Majestic Fantasy Basic Rules:
Just like you, I work to keep players engaged and supported when they hit decision fatigue or uncertainty. I just use different procedures to do it.
No, not entirely. Because you continue to ignore my comments about all of this being very known to the players prior to play starting. We discuss this... they know that the game is meant to be more focused than something like your living world. We're not going to follow the characters' every step. In some cases, the game may offer a structure of some sort and we'll use that to guide our play. In others, I'll help control the pace of things, and to keep us moving toward interesting and meaningful (
to the players) situations.
Player Input Matters in Both Our Games
You write:
And again, no disagreement. I’ve said as much myself. Here’s another passage from my Basic Rules:
The difference lies not in values, we both want players to matter, but in the structure we build around those values.
If by structure you mean the role we serve as GM and the application of that role's authority, then yes, I would agree... that's where the difference lies.
You Concede the Core Point But Call It Something Else
You write:
And that’s exactly what I said. The when and how may differ, but the existence of that authority is not in dispute. We both intervene, frame, pace, and redirect when we feel it’s needed. You call it “keeping play focused”; I call it adjudication within a living world. Same function, different terminology.
I never said that games should not have GM authority.
Please remember, I have talked about my Spire and Blades in the Dark games... but I've also talked about my 5e and Mothership games. I have literally offered examples from each of those games. I have talked about how I use authority differently in each of those games, and also how I have done so in the past, when my play was almost entirely traditional.
So, for instance, I'm going to be more bound by my prep when running Mothership than with Spire. This is because trad-based play, in my opinion, works best when the GM is heavily involved in the generation of the material. I can certainly give players more or less autonomy for their characters... I can give them more freedom to choose what they want to engage with... but the vast majority of it will be within what I have prepared.
Where We Truly Differ
If there’s a meaningful difference, it’s this:
You’re willing to override the direction players take when you judge it to be “aimless” or lacking stakes. You use your authority to shape focus and momentum based on your sense of what matters.
In contrast, I let the players trash my setting if that’s what they want to do. I don’t intervene to shift tone or reframe focus unless it breaks the internal consistency of the setting or what character can do in the setting.
My authority is focused on three things:
- Determining plausible consequences.
- Roleplaying NPCs according to their goals and personalities.
- Adjudicating specific actions of the players as their characters in context.
And all of that is open to player questions, negotiation, and discussion. That’s my idea of creative collaboration: players interacting with a consistent world.
Again, you're ignoring how the players are on board with this. So it is not solely my sense of what matters that's being considered.
I've now pointed this out to you at least three times. You continue to ignore it.
I can assure you, my players trash the setting all the time. If that's what's going on, I'm not going to stop anything. Like I've said, it's when play is aimless or unfocused in some way, usually by one or two players rather than the whole group. And when I do this, I typically ask the player what it is they're trying to accomplish. If they're not sure, we try to work it out and see if there's something there to play out. If there's nothing... then we acknowledge it and move on.
If I had to boil our differences down to as small a unit as possible, I'd say our big difference is in how you describe things. I wouldn't really use the term "my setting", whereas you do. I think that's a nice little encapsulation of a lot of the differences.
Two Paths
You have two options now:
- You can keep trying to reframe the debate, selecting quotes to paint me as a controlling old-school referee, while presenting yourself as the enlightened facilitator of a player-focused 21st-century table, supported by modern systems that guide the group toward creative synergy.
- Or you can recognize that we’re not so far apart.
Yes, our structures and procedures differ. But our goals, engagement, shared fun, and meaningful player choice, techniques, and depth of play, overlap far more than you’ve acknowledged.
And when you strip away terminology, our referee roles are structurally similar. What varies is emphasis, not authority.
Or you can acknowledge that while I have likely nearly as much experience as you do as a traditional GM, you have next to none as a GM of any other kind of game.
So, as someone who is very familiar with each of the two approaches we're talking about, and who has offered actual examples from each of the types of games... maybe you have to accept that I am actually at least as informed about this as you?
For instance... despite my experience with different kinds of games, I have very minimal experience with Burning Wheel. I've played a relatively short campaign of Mouse Guard, which uses a version of the rules... and I've read the main rule book. But I am by no means very experienced with it. So when people start talking about that game, I don't try to tell them how it is... I listen to them. I'm not going to look at the SRD and then expect to have as much understanding of the game as someone who's been playing and GMing it for years.
You clearly have very little experience with narrativist games. You reveal that often in how you discuss them, and the claims you make about them. It's hard to really accept your conclusions here given your lack of experience with one of the two schools of gaming that are being compared.
I get that you're a long time GM. I respect that. But I am also. I've been GMing since the AD&D days in the early 80s. You likely have a few years on me... but when we reckon things in decades, a few years isn't all that big a difference.
Wrapping it Up
This will probably be my last post on the topic for now. The ball’s in your court. Only you can decide what you want to take away from this conversation.
But I hope, at the very least, that it’s clear the line between “traditional referee” and “modern facilitator” isn’t as sharp as it first appeared.
I don't know... clearly the line is significant enough that the idea of even playing or running a narrativist game is like anathema to many folks, as they've regularly pointed out in this thread. It seems that people have strong feelings about the differences.
Having said that, I think it's more nuanced than that. I think there are areas where there is some overlap... where what you're trying to do with your living world aligns with what a Narrativist GM is trying to do. But I think there are other areas where there is a meaningful difference.
I mean, take a look at Apocalypse World. Take a look at Blades in the Dark. Or Stonetop. Look at the GM Goals and the GM Principles in those games, and see how they'd fit into your Living World approach or not. Some likely will... some likely will conflict with other things that you'd consider important to the Living World.
So to wrap it up, I'd say that you need to maybe actually play or run some of these games to have a better idea of them. I know you have likely thumbed through the books a couple times. But you clearly haven't played or run them much, if at all. I think that knowledge gap is leading you to make some pretty odd assumptions and leading you to some pretty odd conclusions.