clearstream
(He, Him)
I'm making quite a general claim about the limits of imagination. No matter how much myth you prep, I can avoid collisions with resolution results (if that is my aim) by extemporising along another axes.I kinda feel that both of these rely on what at least I would understand to be low myth. It is basically the GM improvising new bits of the fictional reality about plot critical thing to honour the player's intent. I think that this is the sort of thing that would be locked beforehand in a high myth game.
This differs from and complements the strategy of actively disclosing myth that it is not the focus of play to find out.
It's distinct from low myth, because my claim is that no amount of myth will thwart it. High myth will never be high enough.Not that these are exact terms, so we might understand them differently and it is spectrum in any case, but this sort of flexibility regarding key items/information rather than just regarding mostly flavour and padding seems like a feature of low myth to me.
That is the significance of my quibble as to "know". Assertions (or what you know, if that's how you want to think of it) must be double-barrelled. In prep, I would have to commit both to the myth, and to it inevitably mattering. The safe must be empty, the dirt inevitably required and never conveniently nearby; and that must all go undefeated.
That's a requirement for both high myth and promises relating to its every element! There can always turn out to be an epistemologist hidden under the desk, while a hologram appears to be working. (See Gettier.)
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