pointofyou
Hero
@pointofyou
I'm still not quite sure what sort of list you have in mind, and how you see it being operationalised.
I'm not quite sure I'd use "operationalize" to describe my approaches but I'll try to explain more clearly or at least more verbosely.
By "unbounded list" I mean a list that in principle includes more or less all things possible and allowed in the game being played. There might be some selection for environment or biome or whatever but there need not be and the list is put together without any consideration for who the PCs are or why they are doing PC things.
By "curated list" I mean a list where some or most or all the items on it have been chosen to engage the PCs or at least with consideration for who they are and why they are doing PC things. In principle the items on the list could be pulling on old threads or weaving in new ones.
Seems to me the lists would be pretty similar in use. The system calls for a roll on the table and the GM rolls on the table and what the GM rolls on the table comes into play. Seems pretty obvious to me the latter list would engage the PCs' interests and motivations more or at least it'd be much more likely to.
In my OP I mentioned Event rolls in Torchbearer. These are triggered at definite moments of play - when the PCs make camp, when the PCs arrive at a settlement so as to enter it, when the PCs tell tales in a tavern, etc. Some of the entries on the tables make reference to particular categories of relationship - eg a PC's parents, or a PC's enemy - while others do not; but there is a general instruction given to the GM to treat the written event results as a starting point for tailoring to the characters and situations in the ongoing game.
As an example:
In a recent Torchbearer session I rolled a tavern rumour for Golin, the Dwarven Outcast. The rumour result was to the effect of you learn about a bad thing happening to people who fit the description of your parents. But Golin is an orphan! (Established as part of his PC build - you can either choose to have parents, and get +1 Circles and somewhere to stay for free when you're in your hometown; or you can choose to be an orphan and start with an heirloom worth 1D of cash). Golin does, however have a friend, Vaccin the alchemist, in the town where the tavern rumour was heard (another PC build option) - but that town is not Golin's hometown.
So I thought for a minute or so, and then checked with Golin's player about two things - one, that Vaccin was old (yep, he agreed with that) and two, if he knew how Golin had been orphaned (nope, he didn't know how). I also checked Golin's age on his PC sheet - 43 years old.
And then I narrated that Golin got talking to one of the old-timers in the tavern, and that old-timer commented that Vaccin seems to have a thing for Dwarven friends, because about 40 years ago, he (Vaccin) was friendly with a Dwarven couple who had visited the town with their young bairn. But the old-timer had only ever seen them that one time . . .
So that's an example of how I took a relatively generic event description, and adapted it to fit the situation and the character, and thereby established some new bit of backstory that connects Golin and his friend Vaccin, and opens up the possibility of a new adventure, namely, learning what happened to Golin's parents.
Another couple of examples:
In the session before the one I just wrote about, the PCs haggled with an alchemist/taxidermist (not Vaccin, but one he put them in touch with), over the price he would pay for a couple of captured stirges. That all went fine, and then the PCs left town for a bit, and dickered with some bandits, and then came back to town. And so I rolled for the town event, and the result was:
A funeral celebration. Some old bastard is dead, and folks are celebrating in the streets. Someone offers you a cup of strange wine. Remove hungry and thirsty or if not hungry and thirsty, you wake up hungry and thirsty and hung over the next morning. In the latter case, you may remove angry or afraid if you have them.
I told the players that while the PCs were journeying, the alchemist/taxidermist had died from an unexpected stirge poisoning. They laughed. And Golin (as played by his player) immediately started plotting: in their dickering with the bandits, the PCs had persuaded the Dwarven bandit Gerda to leave the gang and join them; and now Golin saw a chance to insert her into the alchemical hierarchy in the town, a vacancy having just been created.
And in our most recent session, the PCs irritated a cinder imp who was living happily in an enemy Dreamwalker's home, and then drove the imp off. When they re-entered town I again rolled an event roll, and it indicated a fire at the premises of the Hedge Witch, rendering that town facility no longer available (the event has 6 possible locations/facilities listed, and calls for a die roll, and that's what I rolled). Golin had already interacted with the Hedge Witch in an earlier session, trying to buy explosives, and so this was something that stung a bit. And the cause of the fire was taken to be obvious - ie the angry and recently-set-at-large cinder imp. This sets up the possibility of the hedge witch becoming an enemy of the PCs as a future consequence for a failed check in this town.
I'm not sure if this is anything like the sort of approach to a curated list that you have in mind. But those are examples of how Torchbearer does it; and so far I'm very happy with the dynamic it creates, with the world unfolding around the PCs but ample opportunity to connect it to their escapades, and provide springboards for future escapades, in a way that is closer to a genuine story and less like a police procedural's murder-of-the-week.
It seems as though those mechanics are working well for you and your group. This comes as no surprise to me as the Burning Wheel Family of Games are noted for their tightly-structured mechanics. I don't think I have denied that my idea of a "curated list" in this context puts more work or responsibility or something on the GM's plate and there are certainly good reasons to prefer this to be more baked-into the mechanics of the game. When I run games where the GM has the responsibility and authority to create or curate encounter lists I do so with the PCs I'm running for in mind. I have had no problem connecting encounters to past escapades or generating new ones and the stories have felt more than genuine enough around the tables.