To be clear, I wasn't saying RBRB was a similar game (though the core resolution for both is a dice pool systems using ranks in a skill/action, keep the single highest result), and only mentioned it insofar that it was the catalyst for me reading Bedrock's blog, and thus becoming familiar with his approach. I will say, I don't think
@Bedrockgames has explained it as well here as he could have, but this a message board, not a blogsite, and if people were genuinely interested in understanding his or
@robertsconley respective approaches, they'd actually read their blogs. As it stands,
@zakael19 seems to be the only one truly coming from a place of curiosity and good faith, while others are more interested in point scoring.
I have seen both their blogs, but I would not claim to have done more than peruse them a bit.
Your last session isn't actually relevant. What you said in that other post is literally in BitD book. Let's take a look:
I think it's relevant because I expect it played in a way that would not work for either
@Bedrockgames or
@robertsconley , or many of the other posters who have been commenting here.
A City Guide to Doskvol starts on page 237. There's a brief timeline; a section on cultures; languages; a breakdown of Doskvol's "day" including 12 uniquely named hours; an in-fiction piece explaining electoplasm; a section on weather, calendar and season, including names for the 6 months; another in-fiction piece on food (mmm, eel and mushroom pie

), a section on law & order; the underworld; academia; the how it's haunted. Next, we get a map of the city, followed by a multipage breakdown of each district complete with landmarks, notable NPCs, typical scenes. traits like wealth and criminal influence, and a unique mechanic effect. Then we get a page of things overheard in Duskwall, including some rumours. The following page is a some rollable tables, including a rumour table.
Next segment is the factions, starting with an overview, followed by a write-up of about 2/3 of them, including NPCs, turf, situation and goals they're pursuing (i.e. events). At the end of that, we get a list of vice purveyor NPCs and their establishment, followed by a bunch of rollable tables for spinning up streets, buildings, people, devils (the game's catchall term for supernatural entities, not the D&D sort). A rollable table for generating scores, and ends with a brief overview of the Shattered Isles as a whole.
That sure looks like a fair amount of prep. It being done by the book's author rather than the GM, doesn't change that.
Two things on this.
First, yes the setting is given some detail. But it's far from fully detailed. Elements are sketched so that they can then be used by GMs and players however they see fit. It's all a starting point, and this is made very clear in the book.
Second, I think it very much matters that it's not the GM who created these things. The setting is more easily viewed as that of the game rather than "my world" to the GM. Especially when combined with the nature of the prep per the above.
During character creation, players pick an NPC to friends with and another to be rivals with (the rest are neutral, but are still people the character knows), they are expected to interact with these NPCs during play and the GM is expected to incorporate them. Crew creation also has an NPC contact, but goes further by connecting the crew to other factions:
This ties the crew to the setting and forces them to interact with it.
To quote the section on Establishing Hunting Grounds:
Every part of the city is owned by someone, which means every act by the crew forces them to interact with the setting. The book confirms this:
So, yeah, "meant and expected to interact with the setting" as you put it.
I believe I put it a bit more strongly than "meant and expected to interact with the setting", which you snipped, but if I wasn't clear, let me clarify now.
The sandbox play being advocated for seems to be a vehicle for the GM's prepped material. That this material is what drives play. Yes, the players can engage with whatever parts they want (though I would expect there to be limits based on geography and knowledge, as well as means... all of which can be significantly controlled by the GM), but what propels the players is the GM's material. Look at the example that was provided. The PCs were hired to do a job. Then, while traveling for that job, they ran into the star-crossed lovers, and became embroiled in that situation.
Not strictly star-crossed lovers, but Blades has Djera Maha, of The Hive:
So, yeah, you described BitD.
I believe that you know there's a difference between having an NPC with a connection to another in the setting is a bit different than sending the PCs on a mission and then having "randomly" encounter those two NPCs and become embroiled in their situation.
Plus, the nature of the setting in Blades is far more mutable. I can simply ignore that bit about Djera Maha, or I can create an element that totally contradicts it. We're not beholden to the prep in a way that other games likely are.
I wouldn't disagree with you that Blades can be run more traditionally at times, usually at the very beginning or perhaps when there's nothing obvious that should be next, or the players are unsure what to do. That it can accommodate that is likely a good thing, I'd say. I don't think that most trad style games can likewise handle an approach more like what Blades allows... picking a Score and a Detail and jumping into the action.
But I think that you are very much cherry-picking and ignoring significant portions of the book which are contrary to your point.
Can you clue the PbtA and FitD folk in on that? The amount of times I've heard/read "don't prep" is vexing. It's really no different than the Alexandrian's "prep situations, not plots".
Seems
@hawkeyefan disagrees with you on that one.
Don't over-prep is what I usually see, along with the idea of potential fiction and holding on lightly.
And yes, generally speaking I wouldn't prep events that work as a call to action in Blades... though it could work as a natural progression of things. Certainly when a clock is filled, there could be an event that takes place... a faction going up in tier or some other development. But it's not the way I'd generally approach GMing Blades.