EzekielRaiden
Follower of the Way
Great example. These rules enable, as has been said above, the emergence of "what it means to be Elven" and "how Elves relate to Dwarves", rather than having the revelation to the players that "to be Elven means X" and "Elves relate to Dwarves in Y ways".I refer you to my dozens of other posts in this thread, which spell out in great detail the process of play for Burning Wheel, Torchbearer and Prince Valiant, and also say a bit about my preferred approach to Classic Traveller.
Here's just one example: in GMing Torchbearer, I'm more interested in experiencing my friends' presentation of what it means to be Elven and Dwarven, and of how Elves and Dwarves relate to one another, than in presenting them with setting lore about Elves and Dwarves.
I'm curious about this as well.What sort of fiction do you have in mind? If the GM is the author of all the "lore", decides everything that is at stake, etc, what are the players contributing via their action declarations? In my experience, it tends to end up being pretty operational, "problem-solving" stuff.
When the lore is entirely dictated to the players--when the world is hidden in the black box, until the GM starts giving descriptions of the things they see inside the box--the player contribution is...just the action taken, nothing more, nothing less. Which road was travelled--but nothing comes from that other than what things the GM decided to put at the end of that road. What door was unlocked--but nothing comes of that other than the things the GM decided to put behind that door. Yes, they're making decisions, but (to reach WAY far back in the thread), is that them directing fiction? Or is it them selecting which specific three-course-meal the chef will prepare for them?