is the implication of this supposed to be that play in your game is more vibrant and immersive than play of (say) BitD?whereas Blades in the Dark focuses on creating an experience of a drama about life in Duskvol, my living world approach is about visiting that world as a character within it. Blades creates a rich, character-driven drama with lots of depth, and its mechanics, like flashbacks, do an excellent job supporting that.
More importantly, it does so in a way that’s approachable for folks with limited hobby time, which is no small feat.
Earlier, I mentioned the difference between running a campaign where it feels like you’ve visited Middle-earth versus one where it feels like you’re inside a Tolkien novel about Middle-earth, or, more precisely, creating a Tolkien novel about Middle-earth as you play.
Having read Blades in the Dark and played it once with a friend, it struck me that the game is designed to create a drama (in the sense of a serialized TV show) about characters living out their lives in Duskvol. And that’s not just my impression, it’s explicitly stated in the rulebook.
Another way to put it: I could watch a compelling drama about life in modern Greece and get a lot out of it. Or I could travel to Greece and experience life there myself. Neither is inherently “better” than the other, but they are fundamentally different experiences.
To me, that's not a plausible claim.
I mean, I read your post about bandits and lovers and the PCs waking up to a scream and so on; and watched bits of the video you linked to. And in this thread I've posted some accounts of my own Prince Valiant RPGing involving bandits and villagers and the PCs travelling through an imaginary mediaeval Britain. And I know what those sessions were like, as I was there.
And I don't see how, in any sense of the phrase, your session is more like "visiting" a place than mine.
I'm happy to talk about differences of technique involved - for example, I didn't track movement of NPCs across a map; I just made decisions about which NPC was where that fitted with what had been presented so far to the players, and that also fitted with what was set out in the scenarios I was drawing upon. But I simply don't accept your experiential way of trying to characterise the difference.