There is no fiction in the game that is unchangeable by the DM. I'm the absolute arbiter of the game. I can rewind time, I can undo anything, I and cause anything else to happen. Rule 0. So by your "strict" interpretation of "the fiction" then in my games nothing is the fiction. It's all changeable. And my unwillingness to do such things does not negate the fact they are possible. So being possible, then nothing is fiction by your definition.
I don't really agree that you can do this and still have a game. It's a theoretical position that says that the GM has authority over everything, including player action declarations, albeit in a retroactive sense. I mean, if this is the position you're staking, then the game is really Mother May I with a side of "pray I don't alter the deal further."
There's a pretty notable difference between changing what's in the GM's notes, which requires only the GM, and changing what happened at the table, in the shared fiction, which requires checking with everyone. I mean, if you don't, then you're one of
those stories.
I strive to always assume good faith gaming. Don't make your argument contingent on bad faith just to make a point.
Vibrant, consistent, and believable are all subjective. I absolutely agree that some people can feel that something is all those things when I would absolutely not think they are. I suspect in these games you mention that dissociative mechanics are rampant and that alone would make me not feel the world is vibrant, consistent or believable. It's why I don't play 5e to begin with. I can't stomach the HD and the second wind, etc...
Yup, and you don't really know, do you? What's a dissociative mechanic if not hitpoints and character levels? These seem fine. Every complaint I've seen that throws mechanics under the bus because they're "dissociative" is usually ignoring massive "dissociative" mechanics all around, just because they're used to those mechanics, so of course they're not a problem.
For me though, my long experience of gaming is that DMs who do no prep provide very little in the way of immersion. Now I totally agree that is my anecdotal and subjective experience. Meaning some might find such games immersive and others might agree they are not but can be immersed with a better version of that style. Now, we can argue fun vs immersion. I might have some fun playing a game that is not immersive. But with my limited gaming time, I prefer immersive games. I don't think most board games are immersive and yet I could play them. Typically in such situations though it's a two or three hour one time experience and not a years long commitment.
I don't doubt your experience. There are plenty of GMs not good a improv. I've played in prepped campaigns that were a mess, too. Does that mean I can dismiss prep? Nope, it's a great way to do things. I'd appreciate some reciprocity (<-- favorite word) on this.
So you can't really say that any game is guaranteed immersive. You can say it is immersive for you. You can also not say that any style of gaming is immersive. You can say it is for you. And the same holds true for me. I can't say any game or style is not immersive. I can say it is not immersive for me.
Shrug, I guess a position where no one can actually say anything is something? It certainly insulates everyone from actually looking at their play in any critical way.
Also, let me break down the other style a bit for you.
I like to think of the Pathfinder Adventure Paths, when used as the primary vehicle for the group, as the party approach. The party still likely finds a hook and picks up the clues and begins the adventure path. The DM provides the connective tissue between adventures and he provides a small modicum of underlying world info to the group as needed. The NPCs for example all exist to support the adventure path. If they do not support it then they are essentially "extras" that the DM can just randomly choose.
Often a third party world, like Pathfinders, is used because that enables the DM to provide the information without a lot of extra effort. This approach is very popular no matter what the above poll says. Not everyone comes here and those who do are more invested in roleplaying than the average gamer.
In a sandbox, that adventure path could exist. It's not the only thing that exists though. It's probably not the only or even the primary set of adventures. It's just one possible choice and it's far more likely the group might quit the path early and lunge off in another direction. It's kind of like the DM has to have many adventure threads available and the party can choose to follow whichever one they want to follow. A lot of the NPCs in a sandbox are important and are part of something that is happening. Lots of them are plotting. You know as DM how it all interconnects. Adventures might lead back and forth from one thread to another. It's kind of like you are bobbling the plots of a dozen novels. If the group interferes then that novel turns out differently but if the group doesn't then the novel runs to completion with whatever consequences. I also tend to think you develop stronger relationships between PCs and NPCs. The NPCs have real personalities and are up to their own agendas.
Thanks for this, but you're in error if you think I'm not extremely aware of your approach -- I just got done responding to you that I've used it, recently. So, try to reconcile that I 1) know your approach, 2) think it's a good approach to use for at least some of my own gaming, and 3) am still saying what I am saying.
I addressed the "changing your mind" in a previous post. Nothing in the game world is unchangeable to a DM. So the past, present, and future are malleable by your rules. The only limit to change is the DM choosing not to change something. We very much play by rule 0 in my games.
You see, if a player asked me ten years later if I remember a campaign where he rescued a young maiden, I might say yes. He might then ask whatever happened to that maiden. Now if I wrote it down what happened then I'd answer. I would answer to the degree that I'd established it as a campaign fact. If I say she married the prince or that her brother killed her then those things happened in that campaign. Now obviously under normal circumstances I don't work out things beyond the end of the campaign but that was an example. Perhaps a better question. What if a player asks "Was old otho a traitor? Was he working for the enemy?" I can answer emphatically "yes" or "no". It would be a fact. Even though the group never found out I knew that fact. I knew that when the group told otho they were going north that he'd report to the enemy. It impacted what they might meet going north as well. And I had Otho in place from the start as a traitor because if I just imagined him at that moment I'd feel like it was cheating.
What you seem to be missing in my posts is that I'm not arguing that prep isn't an excellent framework from which to provide consistent fiction, even across years, but rather that it is not at the same level of "real" as what's entered into the game. This is because you can change it without repercussions, permission, or issue at any time. You can add to it. You can subtract from it. I mean, your story about the traitor, it's possible that you wrote yourself a nice bit of fiction in the intervening years and changed what you conceived for that character during that time, so maybe it was prepped he was a traitor, but you've changed it. The player reads your fictional piece, and that's the truth now.
Until someone else knows it, it's not fixed.
I was thinking the "story of the characters" as opposed to the truth of the campaign. The story of the characters is a subset of the truth of the campaign.
Is it a fictional story?
I don't know how anything you said indicates you have a regard for campaign truth. I am sure there are preppers who change things all the time on the fly without regard for the truth of their campaign. Being a prepper doesn't mean you respect campaign truth. Even being an improver, you can respect campaign truth I suppose but it's only what you establish as rules with the PCs and what happens during play. So you choose to limit campaign truth to those things.
So my rules are a DM will create a campaign sandbox and play it straight. He won't change the underlying truth. Now I will concede that you only have as much truth as you have established as DM. So if I have written down info about an Inn and it's inhabitants but no map, I might add a map at some point. Once the map is added I don't change it wholesale.
I think one issue Ovid is you take something that is mostly true but not always and you want to make it absolutely true 100% of the time. That is at least how I'm seeing it. No offense intended in that assessment.
Ovi, thanks. No d.
The only "truth" is what's shared. Prior to this, it is, at best, a framework to present the shared fiction, and can be changed. You've locked in on "but I don't change it" and that's cool, but it doesn't change the fact that it can be easily changed. If things are true because I choose them to be true, then this is not a useful definition of true. Your argument here suggests that a thing is true if it isn't changed, and somehow not true if it is changed, when it's occupying the same space. I mean, I might make some notes for a game a year in advance, and then, a week before a game, drag those out, review them, and decided I don't like how they work out and make some changes. Accordingly, I've now rendered them not true? Yeah, I can't get behind this at all. Instead, I present a clean, clear boundary -- it becomes true in the shared fiction only when it's shared. Prior to that, it's only the GM's notes.
The GM establishes it as a truth of his campaign. Of course the process of creating an adventure does not lock it down room by room. Once it has been created full and put into the campaign world then it's established. Adventures are a bad example anyway. A better example would be the inhabitants and businesses in a town.
And, again, I ask when it is created full? At what point does the draft become the not-draft and thus truth? I mean, you pointed out an inn above, with no map. Then you add a map, and perhaps, because you like the map, made a change to prior prep to accommodate the map. Is this not possible? How can this truth change?
What would an error be though? The GM saved the wrong version of work? Would not the fact he recoiled at the idea that what he had actually established was not there that he was correcting? So sure if I create adventure A and accidentally overwrite adventure B instead of putting it where A goes then I will try to get A where it belongs and restore B.
You look and realize you wrote down 80 goblins live in this cave, but the map you added later can only hold 20, if you pack them in. What gives here?
Nothing is fixed but what you choose to fix. You've arbitrarily decided that what the players see is fixed, it's not by the way, and what hasn't been seen is not. That is your "rule" and that is fine. It's not my rule though and you keep wanting me to see your rule as an absolute truth.
If it's shared to the players, and it's changed without discussing it with them, then you'll likely have some problems at your table because you're negating the one thing they can control -- what their characters do. This is the only thing that the GM has no control over, but your assertion that you can just changed the shared fiction does exactly this -- the players made choices and actions based on situation A, and now you've retconned that to situation B. You've violated the only thing that Rule 0 doesn't actually cover.
And Rule 0, IMNSHO, is a terrible rule. It's talking about how the rules can be changed to suit the game (ie, they're not locked and inviolable), it's not establishing the GM as dictator, empowered to change anything anytime.