In applying this metaphor to RPGing, who are "the other kids"?
If they're other players in a shared world, then what we have is something like the sort of interpersonal and interparty competitive play that seems to have been part of how Gygax ran the game (as best I understand it). I think [MENTION=29398]Lanefan[/MENTION] has elements of this too.
But if the "other kids" are purely imaginary beings whose actions and outcomes are being narrated by the GM, then we're clearly (self-evidently, I would say) talking about a GM-driven approach to establishing the content of the shared fiction.
If the DM doesn't get to play in the sandbox, too, what's the point? Having the DM adjudicate how the world moves absent player involvement doesn't flip a switch from 'Player driven' to 'DM driven.' Otherwise you're now calling games that involve things like Fronts DM driven. Given you've XP'd those responses that have described this mechanic, I don't think you're doing this.
Instead, what I'm getting is that you think what's being discussed is the DM fiating whatever they want without regard to player goals. That's not it, that's just another example of taking the worst case and using it as the general one.
Unless there is a RPG table where the players are actually forbidden from making action declarations for their PCs, or where the GM never allows the action resolution mechanics to actually run their course, this can never literally be the case. So it's not the basis on which I'm characterising a game as player-driven or GM-driven.
You just postulated a cult that destroyed the world because the players didn't engage it, didn't you? I thought that was the example being used. I called it a bad example, because it's an example of poor DM skills, to have a campagin ending event occur entirely offscreen.
But the one that [MENTION=29398]Lanefan[/MENTION] describes seems to be. He's not talking about running DW-style fronts.
Sure, but he may be doing something extremely similar. I am, and I hadn't heard of Fronts until this thread. But I sure have things that use something very similar to the clocks, with players being able to manipulate by interacting with the organization. The idea of Fronts was immediately familiar to me, because I was already doing that in my games. A bit less structured, maybe, but clear to my players.
I've not used the notions of "DM-centric" or "Player-centric", and I'm not sure what you mean by that. I've talked about who is the driver of the content of the shared fiction.
Yes, I coined those terms for the same thing because I didn't like the implied binary of 'only DM' or 'only Player' from DM driven to Player driven. The '-centric' tems do the same work but imply who the primary, but not only, driver of content may be. In a DM-centric game, for example, the primary producer of fiction is the DM. But the players can also introduce fiction, if to a lesser amount. I think it's fair to say my D&D games are DM-centric.
I also don't know what you have in mind by "worst case". [MENTION=29398]Lanefan[/MENTION] has talked about how he runs a game. I assume he's being basically sincere. I'm talking about how I run a game, and what my preferences are in that respect. I'm being sincere.
I'm not implying any specialize definition with that. I mean it literally. You tend to present examples that feature highly negative traits or results, ie, worst case. You then argue using this very negative example as the stand in for how a particular method works. I'm pointing out that such worst cases aren't the norm, and using them is detrimental to discussion.
It seems pretty clear to me that, by my standards and my preferences, [MENTION=29398]Lanefan[/MENTION]'s game is GM-driven: that the key elements of the shared fiction are generated by the GM, based on the GM's conception of the "unfolding" gameworld.
The fact that the players get to choose whether their PC seek out the orcs or the lizardment doesn't really change that.
If you think I'm mistaken about Lanefan's game, by all means explain to me what I've misunderstood.
Yes, I think you're focusing on one part and ignoring the rest. The initial conditions presented have been DM authored, but the ensuing fiction is driven by the players -- which part do they engage? How? What do they do then? All of this is up to the players. This is different from your game, where part of the setup is deciding player beliefs and the themes of the game, which is cooperative between all parties (ie, players can certainly decide their own beliefs, but the DM has to sign off on them as something they want to run or no game). The only difference, as presented, is the setup. Lanefan takes on the overhead and prep to set the world up, and lets the players loose to find out what happens. You share the load up front, and then proceed in the same manner. How the game actually runs could be very similar.
Now, I get that you prefer the cooperative theme development afforded by BW, and that's great, but don't mistake who sets the background for DM/Player driven in actual play.