So this might be the core of where the two styles ‘disagree.’
I think I follow you here, but correct me if I misinterpret your ideas....
Let's start where I think there are two ideas you are talkin to that are getting mushed together.
The big thing seems to be the attitude towards imagined fictional constraints. The simmyness of the fiction in terms of those constraints.
Does the warlord Noxious show he’s violent because the GM makes a move ‘attack directly’, and then has the fiction justify it. Or does the fiction suggest to the GM that this is what Noxious would do. Is the fiction leading or generated in hindsight.
If it’s generated in hindsight, on what basis do you decide what Noxious does? How do you pick a move?
First, this skips a beat, and mixes up its conclusion.
No Myth simply states "
nothing you haven't said to the group exists."
- Which means that
"decide what Noxious does" =
is not relevant to No Myth, or to PBTA or GURPS, or ...anything.
Because we are not:
- introducing anything new
- waiting for players to insert their impositions
- constrained by what Noxious 'must' do via fiction.
The
situation is "You are meeting with Noxious to negotiate, and he is likely to attack you because you stole from him."
- This is a valid situation in any rpg pretty much whatsoever. and can be no myth relevant if we consider
how its
resolved overall, not just Noxious' action here.
In GURPS/D&D the representation here is that
"the players have nothing that they or the GM did not explicitly state to have brought to or prepared for the situation which has not been stated/discussed by players and GM now or before the situation started."
In PBTA/BitD the representation here is that
"we assume there are more things that could have happened before this, so the players get mechanics to insert into the fiction anything which they could have ostensibly prepared, brought, or established and that need not have been discussed at any point."
BOTH are equally plausible.
One is establishing relevance first and asking explicit preparation of players.
The other is set up in the preparation in the rears when the simulation calls for relevance.
But both resolve in a way that is plausible to the situation, we are just changing the emphasis from preparation vs. resolution.
Simulation asks a person, the player, and the GM too - to be as competent and engaged as their character, forcing limitation by real-world intellect. This is D&D and GURPS et al. But 'collecting bottles' is not always interesting... however situationist it is.
- personal note, at its worst: I find this comes up as chosen gameplay when GM is holding too tight to their plot, and not allowing risks and opportunity.
- personal note, at its best: it gives a sense of gritty accomplishment "I outsmarted the game" vibes. (not all of us are able to generate drama, so its nice when the simulation does.)
Dramatization asks a person to make the scene carry interest above and beyond mere resolution. If this were a movie, would it be exciting to watch. This is PBTA, FitD et al. But always choosing what is 'bombastic' is not always realistic or practical... however dramatic it is.
- personal note, at its worst: I find this comes up as chosen gameplay when GM is not sure how or when to make things resolve in a compelling way.
- person note, at its best: this allows for players to depict characters far more competent than they are. (not all of us are Navy seals or MI6 operatives.)