Iosue
Legend
I suspect there's also something related to our previous discussion about where the meta-tools fall, and the paradox inherent in D&D. I put greater reliance on random content so as to remove as much as possible the tension between supporting the players while also running their antagonists. And since in B/X the majority of the meta-tools fall on my side, I remove myself from the discussion as much as is necessary to avoid undue influence. Not that this is easy! Nor does it always end well; sometimes the players end up spending lots of time exploring an "uninteresting" area when, with but a nudge from me, they could be exploring a much more "interesting" area! But I put those in quotes because interesting/uninteresting is an a priori judgement that I only I can make, seeing the whole picture and imparting my own biases. As an exploration game, exploring an empty room can be just as interesting as "getting right to the action".A lot of this is similar to how I like to GM - I set up backstory, a lot of how NPCs react is based on random rolls (typically skill checks in my game, rather than reaction rolls, but for current purposes I don't think that's a huge difference).
I think the single biggest difference, for me, would be non-random stocking and non-random encounters. In a type of continuum with my non-gargoyle mode of engaging with player planning, I have a non-gargoyle mode of setting up these elements of backstory and framing situations: I deliberately set things up to pod and proke and get responses from the players. (Not any particular sort of response - hence why I say that, like you, I'm affecting but not controlling - but some sort of reasonably passionate response.)
I think this is probably the main marker of my game being a non-exploration game.
Mileage varies, of course.
Probably my approach to this is, "No result does not make sense." I rely on random content generation, including random reactions. Time and time again I see people demur this style because of "results that don't make sense." Reading the Pulsipher and (and to a certain extent, the Musson) thread, I felt that they took this attitude, and a lot of their advice involved avoiding results not "according to logic" (Pulsipher), or "fighting-and-looting" games that result from a random stocking approach (a subtext I got from Musson).Enough about me! @Libramarian has frequently posted that, in order to maintain interest and avoid boring bits in an exploration-based old-school game, he puts "unrealistic" amounts of wacky stuff into his sandbox. (And so, eg, has fewer empty rooms than the traditional stocking tables would suggest.) Do you have any particular approach to this issue? (Maybe you don't think there is an issue.)
I understand that impulse, but I've come to reject it personally. No matter what the result, I see my job to make it make sense. And this is certainly part of the affect on the game I have that I mentioned to Umbran. Doesn't feel like control, though! More like set dresser working for a capricious and zany producer.
