AbdulAlhazred
Legend
I fully appreciate where you are coming from, but I was listening to the play of that BitD game the other day that @Campbell and @Nik et al are players in. So the scene that @Manbearcat outlined earlier where Nik's character was in Six Towers stalking the Spirit Warden guy while there was a Circle assassin nearby and he was testing some sort of spark thingy, etc.; that scene arose ENTIRELY out of a player driven process, the GM had ZERO to do with its evolution! The player chose how to construct his character, the players collectively chose the nature of the crew, its connections, goals, capabilities, etc. Everything in that scene arose, without any particular GM prep or 'engineering'. I mean, yes, sometimes the GM said something like "Oh, OK, you know this guy, he's a Red Sash leader..." or whatever. So Manbearcat, as GM, can put in play specific 'color', but the actual need for a contact or a victim, or a vice purveyor, or whatever, comes out of a combination of the premise and the specific choices and actions of the players during play. Furthermore it bears directly on the fundamental premise of the game, that the PCs are rogues living in a dangerous milieu choosing to engage in hazardous criminal enterprises.Another issue that has arisen is I think some people would also view this as something of a straw man. They would push back against the idea that these other styles of play and games are more curated. The GM is doing a lot of improv in these games, the players are reacting in the moment: they are improvising their response. It isn't like they are sitting down before hand to curate what will happen. There may be structure, but even an uncurated jazz performance has structure in the form of modes, scales, key signatures.
There's a through line there, from premise -> player choices -> GM scene framing which is fundamentally, causally at the table, different from even the most entirely pure sandbox or "curated in the moment" low prep play in a game structured like 5e. Now, maybe some of the GMs that make statements of equivalency to the above in their 5e play are really departing seriously from 5e's default structure/process/premises and doing what something like BitD 'just does' (assuming you run it roughly as intended). I certainly can't say, and am not trying to cast doubt on anything said here by anyone. It is IME, not the way the 5e designers envisaged the game being used, and you'll have to 'jigger the system' a bunch to really get it to work well, but I'm not that jerk who says "You cannot be telling the true story" simply because it is a remarkable and unusual story. I can just say that the action in that BitD game was utterly stock BitD from what I can tell (it was the first game I've sat in on, so I'm not a big expert on that system yet).