The session unfolds from first-person roleplay. There’s no need for an "intent and task" mechanic like in Burning Wheel. The players show intent by roleplaying their characters. Tasks arise naturally from what they describe their characters doing, including combat.
This is
no different from Burning Wheel. (And "intent and task* is not even a
mechanic. It's a framework for understanding and resolving action declarations.)
This post describes an example.
To expand on it further:
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The group arrives at Gold Keep.
They crest the ridge and see the town about a half mile away. I describe the scene.
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As they get closer, they can see buildings like the inn and shops, so I add labels to the map.
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Sometimes they split up to do different things, I handle this round-robin style and can manage up to three or four subgroups before it bogs things down.
Again, nothing you describe here is any different from Burning Wheel.
In this case, they all head to the castle. At the gate, Erdan (an elven merchant-adventurer) asks to meet the Constable, Sir Jerome Blackhawk. The group is polite and looks respectable aside from the tribal priest from the steppes. No roll needed, they're let into the Great Hall.
This is where we start to see possible differences. The GM, playing the gate guards (I am assuming that the gate guards are NPCs), makes a decision based on their sense of plausibility. In Burning Wheel, a roll might be called for here - I am assuming that Erdan is a PC, and it would depend on what Erdan's Beliefs, Instincts, traits etc are, and hence how the presentation by the GM of the castle and the guards relates to those aspects of Erdan.
Five minutes later in-game, the Chancellor arrives. I roleplay him in first person. He asks the party their business. Erdan reveals he’s an elf, which carries high status in some human realms, and explains his concerns about hill giant activity. I call for a persuasion check, but only to see if he rolls a natural 1. He doesn't, so they’re shown to Sir Jerome’s study.
Again, the only (and obvious) difference here from Burning Wheel is the approach to calling for a check. Assuming that, in BW, a check would be required - as I said just above, that would depend on details that you don't specify in your account, because they're not salient to your game - then it would be against an appropriate obstacle, or perhaps would be a Duel of Wits (eg maybe the Chancellor wants to benefit from the prestige of being associated with an Elf, and so seeks some promise or commitment from Erdan in exchange for admission to see the Constable - the GM would make that decision about what the Chancellor might want by looking at any intersections between
what the GM has decided about the Chancellor and *what Erdan's player has decided about Erdan's Beliefs etc).
In-character, they lay out a proposal to deal with the giants. It aligns with the NPC’s goals, so no roll needed. Sir Jerome agrees. They’re offered supplies, decline, rest overnight, and head out in the morning. All of this handled in first person roleplaying.
See above - there is no particular reason why this would be different in Burning Wheel, but again it would depend on how this situation relates to PC Beliefs etc.
The rest of your discussion is a bit less granular, and I'm not going to try and interpolate BW methodologies. But to me you seem to have a bit of a strange idea about how Burning Wheel plays, and thus are not quite noticing where the points of difference would arise.
The idea that the difference between my playstyle and Pemerton’s is just a matter of timing misses the point. It flattens a structural difference into a superficial one.
I don't see why the
timing of decisions, in a game - and particularly a game played over an extended period - is "superficial" and not "structural".
In my campaigns, the world is in motion. It doesn’t sit idle waiting for a dramatic beat.
<snip>
That’s part of the discipline of running a Living World. You’re not just building forward, you’re maintaining consistency backward.
There is no difference here from my GMing.
I’m adjudicating how a world with its own agendas and timelines reacts to what the players choose to do. That’s not just a difference in pacing. That’s a difference in how player agency functions.
I agree with the final sentence. And the first sentence described a different process from the one that I use.
My improvisation is bounded by world logic, not driven by theme, character arcs, or narrative tension. I’m not asking myself “What would make a compelling story here?” or “What will challenge the character emotionally?” I’m asking, “What happens next based on everything that came before?” That’s not a stylistic difference. That’s a procedural one.
As I've repeatedly posted, but as apparently you are ignoring,
character arcs play no role in my thinking in any of my GMing.
Pemerton’s techniques and philosophy make sense given what he values in RPGs. But he cannot conceive of a universe where my Living World sandbox, and the versions shared by others here, are equally valid approaches grounded in different assumptions.
Of course I can conceive of your Living World play. Heck, I did some version of it for 10 years, and was regarded as the preeminent exponent of it in my university club.
The fact that I happen not to care for it anymore; and that even back then was finding play the most satisfying when it departed from your living world methodology; doesn't mean I can't conceive of it. It just means that there's other stuff I prefer!