Well it wasn't an assertion that it wasn't made up. It was an assertion though that it was living and breathing in a way that a novel would not be. Meaning that the world is changing off camera. Time is passing. People are changing. Wars are being fought. The PCs can interact with the change or ignore it. I've had both happen.
This doesn't require prep, though, it can be done just as well in play.
Of course. I've yet to enjoy a game where the GM just made it up as they went. The reason I didn't was that I felt I was not in a living breathing world. Just the knowledge that what I discovered was unknown even to the GM before the session lessens it for me. Now I would agree that a lousy DM can ruin any playstyle. No argument there.
Again, I find this an odd distinction. You found out when the GM made up what happened, and are disappointed by the timing?
Not to say you don't have a point, just that it's not making any sense to me as presented.
Well, part of my style of play is skilled play. My goal is for the PCs to confront the challenges in the world as if that world were real and the monsters behaved as you'd expect them to behave. That means combating any biases in the DM.
Well that is not the ONLY distinction but it very much is a distinction. If the party is peppering a wizard with arrows and suddenly his list of memorized spells changes so he has protection of normal missiles then that is bad. And that goes to what you are talking about. I do feel though that immersion is affected as well even if you don't. I honestly can't figure out how you can really have a well developed culture by making last second decisions while in the game. What you get to me is a hodge podge that will ultimately lack internal consistency.
Is it bad, though? I'm not an 18 INT wizard, with lots of time, but rather just a GM with a few hours here and there. If it's reasonable that the wizard has this spell, then it doesn't create any internal inconsistency, because it's not real until it enters play and is shared with the table.
I mean, I prefer to not do this, myself, but it's not because of fear of inconsistency.
I don't doubt it. I would just say "for you" somewhere in the sentence above instead of stating it categorically because I seriously doubt they would produce immersive worlds for me. Realize also that we are talking heroic fantasy here and not a moderns detective game where the world, ours, is already well established. Perhaps in other genres it is easier because exploring the world is not really that big a motivation.
I also doubt it, but more because I think you've really latched onto when fiction is written as a key element, and so would be strongly biased at trying out a game where prep is not allowed. It requires a willingness to embrace the concepts and lean into it, because your role as a player is vital in making it work. Starting with the belief you're not going to like it is a strong indicator you won't.
I disagree here when you say impossible. I'd say impossible to be absolutely perfect 100% of the time. I would say very possible to be pretty good and more than sufficient for a fantasy game with friends.
I used to think so as well, but when I took a critical eye to play, I've come to my current understanding. It was painful, and required unlearning some things, but the words "metagame" are only used in game design discussions at my table now, not play.
see my previous comment above.
Maybe you can go a little deeper into what you mean by advocating for the character. Rather than me respond to something you aren't meaning.
It's pretty straightforward -- a principle of your play is that you advocate for your character's wants, desires, and goals. This doesn't mean that you do the best thing all the time, but that you do the thing that best suits your character. If your character has a flaw that they gamble too much, then engaging in gambling, especially when ill advised, is advocating for the character -- the character wants and desires to gamble.