Ok, but this is not the example you gave. You example was: DM sits there, player tells them what to make and the DM makes what the player wants. If there are also like a dozen other things going on, why don't you list them?Framing this as the GM "making things" that the players tell them to make is just wrong. Insofar as anything is being "made" here, it's being made by everyone, collaboratively, with each player (including the GM) having one or more areas in which they get the final word. Everyone provides input and ideas, and as GM, I have plenty of opportunities to exercise creativity.
And how exactly is the world made by everyone? I'd guess your not talking about the players writing down pages of fluff and rules crunch. And I'd guess your not talking about when you would stop playing the game and just have everyone create stuff for an hour or so.
Again, you did not mention this. The word final sounded very final.What's more, establishing that one player has the final word doesn't preclude other players pushing back on ideas they don't like. My group doesn't do that very often, because we've been playing together for over ten years and we are generally on the same page creatively, but it does happen. When it does, we act like reasonable people and figure out something that everyone can accept.
And again, your adding to what you first said. So again, why did not not say the above the first time?Asking questions is, generally, a way of generating and eliciting ideas, but to be explicit: everyone, including the GM, can throw in ideas. I also don't know why you're obsessed with power relationships between the GM and the other players. It's a weird lens to use for talking about what I see as a collaborative activity, wherein my friends and I get to play a fun creative game together. But in this case, there are topics on which the GM gets the final word, so the notion that the GM has to do whatever the player says is mistaken.
What is the point of an example if it has like a dozen secrets you don't mention that are critical to understanding it?
I really don't get this putting the player(s) up on such a high pedestal. Sure they said a couple things, but then the DM did everything else. But sure, give the player(s) 51% of the credit.Your portrayal of what I described is inaccurate. I told the player that something important to the ogres was under threat. In game terms I was doing a GM move, what Fellowship calls a Cut - in this case, it was both "reveal an unwelcome truth" and "show signs of an approaching threat." This wasn't prompted by anything the player did or said; it was me, as the GM, dictating a truth about the world. The player told me what it was that was threatened. I took their answer and added to it, describing what the threat was in more detail. In this way we came up with a story collaboratively, with both of us contributing elements. I think in the case it was just me and one other player talking, but in other situations multiple players have chimed in with suggestions.
It's like talking to a person for five minutes, then spending six months to write a novel and then giving that person half the credit.
Again, your counting nearly anything as the players doing a ton. A player says a couple of words and tells the DM to make something. The DM says ''ok player" and does and gives the player half the credit.I also take issue with the way you're describing the exchange as the player offering "a tiny seed." They provided a detailed and substantive answer to a question, which served as the foundation for me to add more on.
you look at these rules,
I've peeked a time or two, but the "free rules" don't seem to align with what anyone ever says.
So...just to use your example for an example. It says "within situations presented by the GM". It does NOT say "in situations jointly made by all participants in the game together collaboratively" or anything like that.In the game, players take on the roles of characters inspired by history and works of fantasy fiction. These characters are a list of abilities rated with numbers and a list of player-determined priorities. The synergy of inspiration, imagination, numbers and priorities is the most fundamental element of Burning Wheel. Expressing these numbers and priorities within situations presented by the game master (GM) is what the game is all about. . . .
Ok, so player makes "priorities" and DM says 'yes player' and "frames the priorities". So...I would note this example has the DM only doing what the players tell them to do.....unless you just 'forgot' to add more to the above.So, as you can read for yourself, the players, as part of the build and play of their PCs, introduce certain priorities. The GM frames scenes that speak to those player-determined priorities. The players, playing their PCs, are thereby provoked to declare actions for their PCs. These actions are resolved via dice rolls. If the player's roll is a success, the PC succeeds at the declared task, and achieves their intent. If the roll fails, the GM re-frames the scene in a way that (i) means that the intent did not come to pass, and (ii) that provokes the player to a new action declaration, still based on their priorities for their PCs.
This back-and-forth between player and GM is what makes the game collaborative. The rise-and-fall of success and failure, all focused around the player's priorities for their PC, is what gives the unfolding events of the game a story-like rhythm (of rising action, crisis, resolution and denouement).
I guess I'm missing the collaboration? The player says "do this" and the DM "does that"....is not even close to collaboration. And the DM just sit there when ever a player makes a roll with a shrug and "well the rules say you win", but when the player fails a roll rules let the DM they can add in a little something bad.
I get the "theoretical" here that if the player rolls high and DM just hangs their head down and says "yes player....again". The rules say so, and the players can point to Page 11 and say "haha, you can't do anything DM!" And the DM can only do a bit, only when the players roll bad and the rules let them.
Well, I'm not a fan of the way "collaboration" is presented here: The player tells the DM what to do and the DM says "yes player". To me a game where some people just boss one person around does not sound like fun at all.These parts of your post make me think that you don't have much experience with the sort of RPGing that @hawkeyefan, @CandyLaser, @innerdude and I are describing. You seem to struggle with the idea of collaboration and building ideas together - the player says something, the GM says something that builds on that, the player responds further, etc - "riffing" on one another's ideas and suggestions to build up a shared imagining of people, places, events etc.
It depends on the game play style. I'm not a fan of the "quantum gaming" where any detail can change on a whim. Where whatever the players randomly do is the "right thing" to move the game forward. No matter what goal the PCs have they will just auto do it, as anything they do furthers the goal.You also seem to think that if all the details of a person, place, event etc are not pinned down all at once, then the thing must be "random".