Point being, anything that would let your characters have information is also a path to give up information. The only way you can get good, clear information about what's going on outside of a barn is to be outside of that barn. If you're taking watches and patrolling around that barn, you can be seen. If you're holed up inside the barn and never leave the barn, you can't see if people are approaching. If you're looking out small holes in the barn, your field of vision is quite limited. You take less risk of being seen (effectively none), but in exchange you give up all the information not directly in front of the hole you're looking out of.
If you're holed up in a barn, how would you know the soldiers were going door to door? Someone running you food and information from the outside? Why assume they're invisible? If you're outside the barn for a sketchy neighbor to see you, 1) why assume you couldn't have been spotted, and; 2) why would you assume you'd notice someone else paying attention?
I didn’t assume any of these things. They should be played out. The GM should say “you see a sketchy neighbor watching as Farmer Joe leads you to his barn” or call for a roll to see if he’s noticed if it’s something we can miss.
The barn had those high double doors that gave us some view of the road and the inn inn the distance, along with a couple of houses. We specifically noted we were keeping an eye on that area.
Then fast forward to morning.
In the before times, have you ever been in a public place and later at some point a friend told you that they saw you there, maybe even called out to you, but you didn't notice? Yeah. That's a thing that happens. Just because someone sees you has no real bearing on whether you see them. As an example from the game, stealth. That's literally the point of stealth.
Yeah, and Stealth is a thing in the game that has rules used to see how things go.
This is part of that main character thing. RPGs aren't movies. They're not TV shows. The audience (the players) shouldn't get to see things that the characters don't know. Why? Because the audience is the players...the one's controlling the characters in the fiction. The players will almost certainly immediately act on that information. Like the party is separated and one person is off on their own and in trouble...magically, everyone else at the table suddenly has super urgent business with that PC. Gamers metagaming instead of roleplayers staying in the fiction.
Here’s a great example, actually.
So one person is off on their own and then gets into trouble. If you “don’t allow metagaming”, then at what point is it okay for one of the other characters to say “hey I want to go check on Jim”?
Not allowing it is equally metagaming. You are preventing something that could happen due to out of game knowledge. Sometimes when people are separated like that, they do decide to check on one another.
How does not allowing this follow the play loop that you’ve cited often? The player declares an action, and the GM says “no you can’t do that because you don’t know he’s in trouble”.
How is this not pure Mother May I?
Far better to not worry about that crap and instead let the character go check on the other. It’s a perfectly reasonable thing to do.
That's the crux of the issue. The system is agnostic on this point. It's explicitly left up to the referee to decide. The referee railroaded you. And that sucks. That's a terrible move.
And you don’t think that a system that just let’s this happen deserves a bit of criticism?
That describes almost literally everything in the game. The referee decides that your character cannot know what's happening on the far side of the world, but that's not generally a problem as it doesn't directly affect your character. But yeah, that's how RPGs with referees work. It's up to the referee. Even in games like PbtA. Fronts and factions and NPCs continuing to exist outside the characters' ability to perceive is standard. This is also why I'm an over prepped referee rather than an improviser. The NPCs have a plan and they stick to it unless the PCs interfere. That way there's less chance of players being justifiably cranky. Some player calls me out on something and I'll have a section of notes to show them. Yes, in fact this is exactly what they had planned. They were in the middle of carrying it out and you happened to blunder in. Sorry.
You’re mistaking what I’m saying.
Given the option of the GM sharing information with the olayers, calling for rolls as needed, asking them what they want to do OR not doing that and just making all these decisions in his own head… why would anyone say the better method is the second.
You’re acting like the world is real, but it’s all make believe. Why make believe a bunch of stuff happening off screen when you can i stead make up stuff happening on screen that then can be engaged with (or not) by the players?
If it's justified in the fiction, absolutely. I'm not going to impart spot instances of omniscience to the characters. If the players want information they have to position their characters in the fiction in such a way as it would be possible for their characters to learn it. They players don't simply get information their characters could not possibly have.
If how you define MMI is the referee gets to make decisions, then I don't know what to tell you because that's the defining feature of RPGs.
I’ve clarified this often enough in this thread that I’m not going to bother again. Suffice it to say that the GM making decisions is not the problem.
If you want a game where there's either no referee or the referee cannot make decisions, you should look outside of RPGs for that.
Again with this nonsense.
If I want to hear the GM’s story, then I’ll ask him to tell me one. I won’t play an RPG.
Totally disagree. Rules just get in the way, simple as. But then this goes back to the notion of invisible rulebooks and how much a shared understanding of genre can stand in for "proper rules" to play a game. I think you can free-form RP without a single die ever tossed. I also think you can RP with only a few rolls over an entire campaign. I honestly prefer it. The dice only need to come out when there's something at stake and the outcome isn't obvious from the fiction. And even then, the dice mechanics don't need to be more involved than 2d6. But that's me.
I’d say the GM’s conception of the setting.
What if folks differ on what is verisimilitudinous? Whose idea wins out?
Metagaming.
You keep information from the player that the character wouldn't know to increase verisimilitude and decrease metagaming. That's a trade I will gladly make every single time. If the player thinks that they cannot play an RPG without a boardgame-like god's-eye-view of the situation, well, then they are not a good fit for my table.
Not really. See the split group example you provided. No less metagaming.
Know what doesn’t seem verisimilitudinous? A world where no one ever goes to check on their friend and winds up arriving just in time to help them with some danger.
No, what’s lost is the player having input into the direction of play.
Everything you’ve described here is about placing the GM’s ideas over the players. You even cite your copious notes about exactly how things will go. Being overly devoted to those ideas.