EzekielRaiden
Follower of the Way
Yes, exactly this, this is what I mean when I say the world is inside the GM's black box unless-and-until the GM chooses to inform the players about it, under this approach, as I have understood it.To give a simple example of the potential conflict between prep and agency I'd like to offer an encounter from a recent 5e game.
The PCs were hunting for an item that they believed was in the lair of a giant dinosaur type beast. They had been beaten to it by a rival NPC group who had slain the beast. They therefore came upon the carcass of the beast being scavenged by some other powerful bird monsters.
The terrain was generally some fairly broken scrubland with good potential lines of sight.
I prepared a gridded battlemap about 50 or so yards across and seeded it with a bunch of things to interact with, cover, terrain features, other minor critters to avoid/deliberately spook, that sort of thing.
Everything outside this 250 square yard area is by necessity far less detailed- the same sorts of features but with much less understanding of the spatial relationships between features.
While clearly as the GM I've defined all of the world, by presenting the map the players now have a small area of the fictional space they can interact with without requiring constant negotiation- they can act against the known geography using their own understanding of their character capabilities.
So here is the tension - within this detailed area the players can act with confidence and have lots of ways to interact with the environment. But I as GM have decided its location and properties. Outside of it they have more freedom to move, but every movement is a negotiation where my imagining of the scene is paramount. There's also some social pressure to make use of the maps and so on that the GM has clearly put a lot of effort into.
So by this form of prep and committing to a geography I offer the players the information they need to make informed choices and the opportunity to make use of terrain features but cost them the ability to choose their ground and have those advantages.
Essentially as we cannot detail all parts of a game world at the highest level of fidelity, by preparing parts at a higher level we risk biasing the game to those parts we have prepared heavily. Its just worth being clear eyed about the costs and benefits of different kinds of prep.
Note that isn't a battlemap/totm (jargon!) division- it could equally have been a much larger grid map with one more detailed section on it or two totm regions, one thinly described, one richly described.
Informed decisions depend on already having a ton of GM work done. Anything that doesn't already have a ton of GM work done will necessarily be less detailed, and almost always on-the-fly improvised to a pretty heavy degree. That degree of improvisation is extremely difficult (I would argue nearly impossible in most cases) to separate from the GM defining what is possible as they go--at which point, they've made a menu of options, they just did so extemporaneously rather than in advance. That still places such an enormous amount of control over both what can be interacted with, and what players can ever be informed about.
It's extraordinarily difficult to attempt to do things you literally don't know are possible. I don't mean that in the sense of "you can try ANYTHING!", I mean it in the sense of it is outright hard to think of things where you just flat-out don't have information about them. Even very creative people easily miss that sort of stuff--which means both the things the GM does speak about and the things they DON'T speak about have enormous influence over what the players can or will do.
I've seen many, many, many times over people--both here and elsewhere--talk about how it is, for example, the PCs' fault for not asking the one-eyed man at the tavern about what monsters might lie ahead. Yet, for me, that would completely go over my head. I would understand that one-eyed man as simply demonstrative of the flavor of the world (e.g. "injuries are common here, take care!" or "you'll need to be a real badass to not end up like this guy!") Had I not had people explicitly tell me that the sight of a one-eyed man (or whatever else) at the tavern is very specifically a player-knowledge check, I simply would never consider it, and would then feel pretty cheated by suffering the consequences of not doing a thing I literally would not have known to do.
Which, again, is why I talk so much about the GM having enormous control over both the inputs into decisions (what exists at all; of what exists, what the PCs can observe; of what the PCs observe, what they truly get informed about; of what they get informed about, what among those things is actually possible to do/use/interact with/benefit from/etc.) and the results that come from those decisions (consequences, ripple effects, opportunity costs, reputation, etc.) I'm just...not really sure how I can make informed choices (not perfectly informed, but sufficiently informed) in such an environment, and in the absence of informed choice, I don't really think it's possible to have meaningful agency. Insufficiently informed choices don't support meaningful agency--but in order to inform choice, the GM must do much more work to build the world, thereby nailing down options. I'm not saying it's an insoluble dilemma, the tension between "enough prep that players choices are sufficiently informed to be meaningful" and "enough openness that players truly have freedom to choose regardless of GM desire/effort/interest/bias/etc." But it is a tension; to inform, the GM must know; to know, the GM must define; to define, the GM must necessarily fix parts of the world, lock them in place. But to pursue player freedom, the GM must avoid fixing as many things as they can; to fix as few things as possible, the GM must leave things undefined; by leaving things undefined, the GM cannot know what they are in advance; but the GM cannot inform the players of something they themselves don't know, because GM knowledge IS the world, there is nothing of the world BUT what the GM knows of it.
I am, however, generally trying to hold my peace right now, to give robertsconley time to reply, so I'll leave that there--I suspect there will be a response to these thoughts, directly or indirectly.