I feel like to some people it's either demanding unfailing player trust without earning it, or adhering to a strict, restrictive mechanical heuristic rigidly enforced so the terrible GM can't impose their tyranny on the poor players, with no spectrum in between.
I understand your frustration. I’ve been thinking about this too, and as folks have probably noticed, I like to dig into what assumptions are actually driving our different playstyles. Way back in the thread, we touched on some of these clashes, but I don’t think we ever really addressed what makes our respective styles appealing at the core.
With the recent back-and-forth about trust and control, I think the root of it comes down to this:
In my Living World Sandbox campaigns, as well as other traditional and sandbox styles, the referee describes the world first. The players react to what’s going on. The referee then adjudicates or describes what happens next.
In fiction-first (or player-first) systems like Burning Wheel, PbtA, and Blades in the Dark, the players declare what matters to their characters fictionally. The referee then frames the situation to reflect and challenge those priorities. From there, descriptions and adjudication follow.
So simplified, it’s referee-first versus player-first. Not in the sense of who dominates socially, but in terms of who goes first to establish the stakes or context of play.
Both styles value consistency and plausibility. Both can lean heavily on prep or improvise on the fly. Both are fully capable of producing deep, character-rich campaigns with consequences and arcs that matter. They just do it through different means and priorities, which gives each a distinct feel at the table and creates different appeal for different groups.
And because both approaches use many of the same techniques, the clash can be easy to miss. But when discussing one of these approaches, it can feel like that discussion misses the point of the other. To a fiction-first player, referee-first play may feel like it’s ignoring character intent. To a referee-first player, fiction-first play may feel like skipping over the world.
For me, referee-first play works because the setting is dynamic and situational awareness is critical. There are things going on that the characters don’t know, until they encounter them. That means I need to describe first. But I’ve learned over time that this creates specific consequences I need to address. So I make space for questions, encourage player initiative, and rely on solid leadership techniques to make it all work.
And I know fiction-first games have their own set of challenges, which their systems solve in different ways. And the reason that fiction-first or player-first doesn't work for my campaign is that style of situational awareness forms a crucial part of the appeal of my campaign for the players.
Hope that helps explain where the real tension lies. It’s not just about trust, it’s about structure, sequence, and what each style needs to thrive.