AnotherGuy
Hero
Of course. I didn't mean you do not but I wanted to reflect a similarity between the two games as opposed to always stressing on the differences, which DO exist.I’m concerned with both sets of goals.
I did read, I DID note that first.Read what I actually wrote before asking a loaded question. Every system has creative goals and priorities. I place plausibility first. Other systems place their priorities first before plausibility.
But I have to be honest, I would be very surprised if players of the other RPGs did not ensure that plausibility and coherency did not exist in their games.
Sure, we are juggling a lot of setting content (this includes NPCs for me) and the mechanics with clocks are not necessarily a good fit for tracking changes in all that and as you say ripple effects of interconnected events.I don’t find clocks to be a useful aid for tracking what’s going on in my campaigns. Due to the ripple effects of interconnected events from different groups, I rely on notes and a combined timeline of projected developments.
I find clocks useful on the meta-level and if one wants to provide a player-facing mechanic and leave things to chance which you alluded to in the post I replied to, not about clocks specifically but about other issues. i.e. roll when possible before using discretion.
I wasn't touching on the procedures and techniques. I was attempting to highlight the similarities.What you're missing is that very little of what happens during my sessions is procedural in the sense you're describing. 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.
I have appreciated your roleplaying style, the level of detail you have placed in your setting as well as the maps you keep providing. It is impressive.This post describes an example.
To expand on it further:
View attachment 405756
The group arrives at Gold Keep.
They crest the ridge and see the town about a half mile away. I describe the scene.
View attachment 405757
As they get closer, they can see buildings like the inn and shops, so I add labels to the map.
View attachment 405758
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.
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.
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.
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.
They scout, find Yonk’s lair, kill a warg patrol, hide the bodies, then decide to approach the Elves of Silverdim to request help. The elves refuse, they’re refugees rebuilding from the fall of Silverwood and have no desire to provoke the giants. They also pay Yonk’s fee themselves for peace.
Still, the players learn a lot: local politics, hill giant culture, and elven attitudes, all from first person roleplaying and interacting with NPCs.
They return to Gold Keep. Josh didn’t mention in his post that the party chose not to involve Gold Keep’s military due to high likely casualties. Instead, they plan a small-team disruption campaign. With an assassin, monk, rogue-style merchant, and tribal druid/cleric, they feel confident.
The next game day, they leave Gold Keep. I roll encounters like always. Then the events Josh described unfold.
At that point, the party realizes their actions will ripple far beyond Gold Keep, so they wrap up and continue on to Castle Westguard, following their original mission.
I run my sandbox differently to yours in that I have a number official adventure paths and modules that run concurrently, and while I'm juggling that I lean into providing character goals/desires and I inject often enough player facing mechanics where I feel it would provide the intuitive knowledge the PCs would have when making decisions. When it comes to the setting, ACT 2 of our campaign is in Forgotten Realms, my information is sourced from published content, setting and homebrew - but not nearly on the level of scrutiny you provide, ours PCs are also 15th level so the setting changes rapidly as you may imagine.
I understand that, I think one of the differences is that you predominantly maintain that sense of order at the table and in the fiction. From what I understand Pemerton shares some of those responsibilities with players at his table. And yes that is one of the differences, but that is not to say his table would be absent of fairness, internal logic etc, while I think consequences are a result of GM moves (failures on dice).You say using the term leadership is “needless.” I disagree. It’s not just a label. Refereeing a long-running campaign where the world is persistent and consequences matter takes actual leadership. I’m not talking about ego or table dominance. I mean the responsibility to maintain continuity, ensure fairness, and uphold the internal logic of the setting. When players know their actions have real consequences, because the world doesn’t bend to spotlight them, they trust the game more. That trust has to be earned, and that’s part of the referee’s leadership.
It is well to mention that his players are also accustomed to maintaining that sense of fairness and internal logic of the setting or I doubt that table would survive.
I think the timing difference/pacing was in relation to the wants/desires/beliefs of the characters.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. In my campaigns, the world is in motion. It doesn’t sit idle waiting for a dramatic beat. I’m not listening for what the players might want to see happen and then slotting it in. 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.
As for an evolving setting, I do not want to speak too much on that, like I said my focus was on similaries not the procedural differences.
I suspect clocks and framing is how some of the changes may be addressed in their campaigns, which then one may argue does GM decides (or as you put it adjudicating) occur within framing? Now that is a question to ask.
Is that something you believe @pemerton does? Change the world to accommodate player chatter?As for player chatter during sessions: sure, I’ve drawn inspiration from it. But I don’t treat that as a cue to give them what they want. If it aligns with what’s already in motion, great. If it doesn’t, the world doesn’t change to accommodate it. That’s part of the discipline of running a Living World.
I do not see how a table could function if there was no backward consistency.You’re not just building forward, you’re maintaining consistency backward.
Again, is that something you believe @pemerton's table does, ignore backward consistency?
What I'm trying to show you is that these principles are not unique.
We likely are juggling with more content and thus we decide/adjudicate on more of them without the use of dice.
But backward consistency, internal consistency, plausibility, coherency, realism, consequentialism - call what you wish is/are not unique to Living World, World in Motion, Sandbox Play etc.
The differences are is how they materialise, how they are adjudicated. The procedures we use.
There is other stuff that is different to, between the games but I'm not speaking to that right now.
My original post to you was merely about the similarities which exist.
I did not refer to procedures, I just do not buy PbtA other RPG games run with storylines where inconsistency is permitted. I do not know how anyone can imagine such games exist.And yes, I improvise. But your framing ignores how I actually run things and tries to pull everything back toward a framework you’re more comfortable with. 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.
Wrapping this up, I’m disappointed in this kind of response. If you conflated how Powered by the Apocalypse procedures, of which Moves are a part, with how Burning Wheel handles Intent and Task, the reaction would be annoyance, maybe even anger, and the conversation wouldn’t go anywhere. This is no different.
If I'm wrong on that assumption prove to me, wheresover in this mammoth of a thread from all the examples he has provided where you have witnessed inconsistency or some breakdown of world logic. It should be easy if that were the case.
I'm not diminishing how we play.I’ve said, other said, repeatedly, that 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. And now you’re defending that dismissiveness, that quiet gatekeeping, that subtle effort to diminish how we play.
I value GM decides/adjudicates and hidden backstory.
There is enjoyment for me in setting prep.
Adjusting the D&D rules for a sense of realism happens at my table.
Our table also has fun incorporating some indie player facing mechanics or leaving decisions for the table to decide as opposed to the GM. And it is interesting to watch the players start to do the work for you to maintain setting coherency. I can give you examples if you wish, but this post is already long, so I could do it in a future post.
What doesn't pass the sniff test for me is thinking that others run nonsensical settings and storylines. I have read posts from @pemerton and @Manbearcat and there is nothing I can point to that lacked the plausibility and internal consistency.
I do not follow or read Baker and all the others, only really what I have read from this site. And there are likely posters who thinks parts (or even most) of my games are railroad-y, that is ok. It is the nature of his forum.I guess I shouldn’t be surprised. This kind of rhetorical narrowing is exactly what we’ve seen before, from Edwards, Baker, and others who’ve made it clear that only one kind of play counts in their eyes. It’s frustrating to see that dynamic repeated here.
I'm just content that I have personally found a good medium for what works for me at my table.
Our table enjoys exploration but I also want dramatic beats, as you call them, to occur frequently so I will incorporate procedures to ensure that happens. I do not want ignore or even slow burn character development/tension, that is not satisfying to me and I know that my changes work for my table, including for our so-called hack-n-slash player.
Last edited: