SableWyvern
Hero
So, why exactly are we assuming that the bandits are most common, other than it's convenient for the argument you're making?Wait a minute! How 'random' is it when the GM drew up the encounter table and made bandits (logically, I'm not criticizing it) the most common type of encounter? And there are going to be multiple chances for this to be rolled, at some point, while the GM has not literally dictated this exact instance of it MUST happen now, they've in effect engineered the overwhelming likelihood.
I'll let that pass. Let's assume the bandits are the most common. This means the PCs would almost certainly be aware that bandits are common. And yes, having established that fact, the GM then builds an encounter table that reflects the world. This is exactly the kind of thing we've been saying we do.
One could go and write up every single caravan schedule and work out exactly where the bandits are at all times and then never need to roll for encounters, but a table allows you to simulate this with an amount of work magnitudes of orders less.
That's nice, I guess? If you would like the perspective of the people who have been making those statements, probably better to speak to them. I'm not going to comment on their behalf.Beyond that, I've read plenty of "well, sometimes I don't use the dice" statements, which again is fine, I imagine plenty of reasons for not doing so in all cases.
OK, now you are just inventing a scenario that proves your point. The thing is, in order to do so, you've assumed the GM isn't actually following the principles we're espousing. So, of course it doesn't work out the way I or others have been saying our games work.But beyond even the above, what happens if the bandits are not encountered? They just become a bigger and bigger threat, following some straightforward extrapolation, until finally the PCs WILL be called out to deal with them. It is super easy for the GM to build an overall situation which makes this inevitable, and 'plausible'. This is why plausibility, though necessary for a game to be comprehensible in play, is a weak criterion.
How about, no, these things don't need to happen. The PCs might never even go the bandit region. And, if they do, the whole point of having encounters randomised so that the unexpected might happen. If the PCs don't seek out the bandits and the bandits don't show up in an encounter and the PCs don't interfere with their plans, then the bandits will just remain a backdrop. The PCs show up, do what they were there for and they leave. No bandit encounter is necessary or mandatory.
It may be that you cannot imagine being able to resist bringing the bandits to the front and centre, but this does not mean that others would also be unable to resist. And as soon as you allow for a GM who actually follows the principles, your entire example simply doesn't occur.
OK, great. So, to be clear, in the non-narrativist method, the GM fails to adhere to all their principles and thus takes over the story and gives the PCs no options, while the narrativist group does adhere to their principles and and the game is very exciting.Now lets consider the Narrativist case and the trad LW case in contrast. What we find is that a bandit encounter in, say, my Dungeon World game, might easily arise. A player would describe through a bond/answer to a question/story they tell around the campfire how these bandits exist and are somehow part of his agenda, or maybe the GM would make a hard move and, say, they kidnap the dwarf's sister. Oh, but the dwarf previously was friends with one of the bandits, does he go wipe them out? In LW by contrast the GM thought, "bandits are a stock element that can develop into something, or at least be a fun encounter" and they go on the encounter tables. Later some story reason arises, like the dwarf's sister got put on a caravan and it was attacked. Why was THAT caravan attacked? Guess why!
In the end, it is a question of how the soup is made, not what the ingredients are.
My counter-example: In the non-narrativist group, the GM adheres to their principles and the PCs are able to drive play. In the narrativist group, everyone starts arguing about what one player did with their narrative control and there are hurt feelings and the group disbands. Oh noes! Narrativisim doesn't work!
