When we refer to a participant enjoying
authority that can be temporally extended ("the GM has authority over backstory") or can refer to a particular moment of play ("the GM exercised authority over backstory"). I think some of my posts upthread have been sensitive to this, but not all of them. When Paul T refers to the player exercising plot authority over revealing the masked villain, I think that is a reference to a particular moment of play - and it is a successful fortune roll that permits it. When Edwards refers to "giving up" plot authority as GM so that plot became "emergent", I think that he is talking in the extended sense. What generates the "emergence", moment to moment, will be particular exercises of authority that in a typical game are gated behind fortune resolution (be that pulling off the mask, bursting open the door, cracking the safe, etc): if the check succeeds then the player's have exercised their authority over plot, and now they (and the PCs) have the revelation; if the check fails, then the GM gets to exercise some sort of authority - eg rather than revealing the contents of the safe, the GM reveals that guards are storming the room.
Whereas I think we readily envisage plot authority being subject to fortune (as in the previous paragraph), it is less common to look at situational or content authority through that lens. But it's easy to do so. I've mentioned Circles checks in BW, which allow the player to exercise situational authority (subject to the check succeeding); wandering monster checks in classic D&D gate a GM's situational authority; Wises checks in BW can allow players to exercise content authority; wandering monster checks in classic D&D gate a GM's content authority at the same time as they gate situational authority.
Taking suggestions for content and situational authority seems fairly common. Sometimes it is filtered through a "plausibility test": eg the player asks "Can I find a scrivener in the town?" and the GM reflects that it's a big town and the PCs are in downtime and so says "yes". I think taking suggestions on content and/or situational authority independent of that sort of "plausibility test" - eg framing the PCs straight to the mouth of the dragon's cave when a player asks "is their a dragon near here" - is less typical, and often a hallmark of exposure to more "indie" styles of RPGing. I think it's not entirely easy to describe the boundary here, but it might be around higher-stakes content and higher-stakes situations?
Taking suggests for plot authority seems like it can be a bit underwhelming or anticlimactic. If the focus of the game is all about unmasking the villain, the GM just saying "yes" to the player's declaration
I tear of the mask seems a bit uninspired! BW follows DitV and says, in these sorts of stake-laden situations, the dice
must be rolled, even if it's an easy check (and the dice pool system means that failure on the roll is also possible). Apocalpyse World is interesting here because it doesn't say "say 'yes' or roll the dice" but rather is "if you do it, you do it" - so AW depends upon ensuring a system-level overlap between
high stakes moments of play and
action declarations triggering player-side moves. I think that's part of why custom moves are such a big deal in AW, and why each PbtA game needs its own set of moves.
Finally, in this list of conceptual reflections and clarifications,
protagonism. I think the key here is that the players
know what is at stake and hence, in their play of their PCs, can orient themselves towards the situation as they think is best. If the players exercise situational authority - as in classic D&D dungeon exploration, or via a Circles check - or if the GM takes a suggestion in respect of situational authority, then protagonism is ensured: the players have got the situation which has, at stake, whatever it is that they were hoping for.
If the GM exercises situational authority independently of the players, then it becomes necessary to communicate what is at stake. If this is not immediately implicit in the framing (eg "The masked villain crashes in through the skylight!") then it needs to be established in some other fashion - for instance, the necessary content has already been provided (eg GM: "The room you enter has a red ceiling"; Player: "Hey, remember the warning from the magic statute earlier, about the red sky presaging death from the heavens? We better be careful here - I poke the ceiling with my 10' pole").
I want to finish this post by thinking about the safe scenario in four systems.
Here it is again, from Vincent Baker:
In task resolution, what's at stake is the task itself. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you crack the safe?
In conflict resolution, what's at stake is why you're doing the task. "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at stake is: do you get the dirt on the supervillain?
Which is important to the resolution rules: opening the safe, or getting the dirt? That's how you tell whether it's task resolution or conflict resolution.
Task resolution is succeed/fail. Conflict resolution is win/lose. You can succeed but lose, fail but win.
In conventional rpgs, success=winning and failure=losing only provided the GM constantly maintains that relationship - by (eg) making the safe contain the relevant piece of information after you've cracked it. It's possible and common for a GM to break the relationship instead, turning a string of successes into a loss, or a failure at a key moment into a win anyway.
Let's assume that we haven't yet established what's in the safe.
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
It's task resolution. Roll: Success!
"You crack the safe, but there's no dirt in there, just a bunch of in-order papers."
"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
It's task resolution. Roll: Failure!
"The safe's too tough, but as you're turning away from it, you see a piece of paper in the wastebasket..."
(Those examples show how, using task resolution, the GM can break success=winning, failure=losing.)
That's, if you ask me, the big problem with task resolution: whether you succeed or fail, the GM's the one who actually resolves the conflict. The dice don't, the rules don't; you're depending on the GM's mood and your relationship and all those unreliable social things the rules are supposed to even out.
Task resolution, in short, puts the GM in a position of priviledged authorship.
In my account of this in four systems, I'm also going to note where I have to depart from Baker's premises to get conflict resolution and hence avoid GM-as-glue and ensure protagonism:
* In Classic Traveller, breaking into a safe is task resolution (using Demolitions, or Electronics, or Mechanical, or even a weapon skill, depending on the details). If the GM has framed the presence of the safe, and the players open it hoping to find useful stuff, it's just like Baker's example of task resolution. To change this, we need to establish, prior to the opening of the safe, what's in it. In Classic Traveller, Streetwise would do this: the typical sequence would be Streetwise first to learn which safe to break into (so successful Streetwise gives the players a moment of content authority - in a 1977 RPG!), and then using the task resolution mechanics to actually break into it. But the prior establishing of the content ensures that the link of success/win is maintained. Note that the GM might still break the fail/lose nexus (because at the moment of crunch its task resolution). Also note that there is no pathway to
successfully engaging with the rumour mill via Streetwise but
getting a false rumour. In other words, Streetwise in Classic Traveller doesn't support a process simulation agenda. (A bonus fifth system: 4e D&D would use a skill challenge in a sequence similar to Traveller, with an earlier Streetwise check feeding into a later Thievery check; but the skill challenge framework maintains the fail/lose nexus.)
* In Marvel Heroic RP, the players are able to exercise not only plot authority when the PCs crack the safe, but content authority too (by creating an asset or establishing a resource - there are lots of different pathways to somewhat overlapping outcomes in MHRP/Cortex+ Heroic). So there is no need to establish the fiction of
what's in the safe in advance, in order to ensure protagonism at the point of crunch. This sort of thing has come up fairly regularly in my play of this system.
* In Burning Wheel, the players are able to exercise content authority to establish what is in the safe - a Safe-wise or Dirt-wise check, for instance - and thus ensure that the succeed/win nexus is maintained. The principles that govern GM failure narration will ensure that the fail/lose nexus is maintained too.
* In Rolemaster or AD&D 2nd ed or (I think) 5e D&D, there is no way for the players to exercise content authority at the moment of crunch (cf BW or MHRP). And there is no way to exercise prior content authority to ensure that the task resolution at the moment of crunch will preserve the win/succeed nexus (cf Classic Traveller, or BW in which the Wises check is made at an earlier time): for instance, even if the PCs shake down an informant, the GM is the one who gets to decide whether the informant's information is accurate. So the GM has to use
their content authority to establish the contents of the safe, and somehow that has to be revealed to the players at an appropriate earlier time. This is where we start to see the pull towards GM-as-glue. I'm not saying it is inevitable, but the pull is definitely there.
EDIT to add a sixth system:
* AW (or similar): it's a bit like Classic Traveller, with a prior exercise of content authority carrying a lot of weight. Either the GM asks
Who has the dirt?, and so takes suggestions for content authority from the players, or the players use an information-oriented move (eg Opening their Brains to the Psychic Maelstrom) to oblige the GM to exercise content authority; and thus when they tackle the safe, they know what's in it. And even if they tackle a random safe, the principles around soft moves mean that what they find in it will be interesting in
some fashion.