Manbearcat
Legend
"Design by Committee" has some serious flaws, speaking as GM for whom world building is a primary strength-- while the ability to create something really cool is a skill, and therefore not a given, collaboratively fusing fiction is its own skillset in a way that solo worldbuilding isn't. You need to manage not just the validity of the fiction, but work out who can say no, why, and how others feel about it, and if no one can say no, its a dice roll at best as everyone pulls the story apart.
I'm going to dedicate some time either today or late this evening after I get home to get a post up. But I'd like to focus it and I'd like to do so via the vehicle of contrasting a few Story Now games. That feels like the best way to have functional conversation.
As I often lament in these conversations, it seems to me that there is a cluster of play priorities or positions that people hold (below), which invariably get smuggled into these conversations and entangled, making it very difficult to disentangle them and evaluate them discretely. These priorities/positions have historically persisted of:
1) No myth setting (setting overwhelmingly, but not always completely, emerges through play) leads to the play priority of explorative discovery being an impossibility. This was your original contention that drew me into the thread.
2) Players being able to stipulate things about setting/situation will often or invariably lead to "bad faith" play where Skilled Play breaks down (eg players will inevitably introduce "move-amplifying" fiction with insufficient constraint and relative impunity).
3) No myth setting where authority for content introduction is relatively (compared with Trad authority distribution) distributed often or invariably leads to incoherency of setting theme or setting continuity (spatial, temporal, or other).
4) "Ask questions and use the answers" as a GMing principle and conversation-governing energy, along with moves/action resolution that obliges a GM to create fiction that is attendant to player-request will often or invariably lead to a "conch-passing" storytelling play aesthetic.
#1 is what caught my eye and brought me into the conversation. However, sense then, so far as I can tell, you've expressed #2 - 4 in some iteration or to some degree at the same time. Like I mentioned above, this isn't particularly surprising to me, as these 4 positions overwhelmingly cluster together.
So, if you would guide my follow-up post, I would appreciate it.
* Which of those 4 would you like me to focus on?
* Would it be helpful to discuss it via (a) the juxtaposition of Dungeon World (PBtA like Masks and a hack of Baker's AW) and Dogs in the Vineyard (Baker's initial Story Now offering and, imo, the greatest Forge game and one of the best of all time) or (b) a compare/contrast of Torchbearer/Blades in the Dark (these two games share an enormous amount of overlap in structure, procedures, premise)?
So some configuration like 2a or 4b is really all I'm looking for (and if you want to provide a little context for that choice, that would be helpful!).
Thanks in advance.