The Food Analogy

To be constructive in a way I think fits your ask, what about if the analogy was instead of a meal but a Cold Stone Creamery-like premium build-your-ice-cream shop.

The Barista prepares all of the options available/the GM puts together an adventure. And the Customers over the summer determine what they are going to get each time, with what topping and mix-in, cones, waffles or cups which then needs to be skillfully mixed and topped by the Barista/the Players decide what to do and the GM weaves a session from their actions over the course of an adventure.

I mention "over the summer" because a flaw in the ice-cream analogy for a single visit would be all of ice creams not tasted. While we all know that just because something is prepped doesn't mean it'll be used, but hopefully more of it is used then not.

Actually, now that I said that, just adding a time element to the original analogy might make it better. A whole adventure isn't a single encounter/meal, it's multiple entrees, appetizers, desserts and sides. So if each scene/challenge in an RPG is equivalent to one of those, and the chef over time is adjusting menus based on what their family likes, that I think would strengthen it.
That makes sense, although it is definitely more granular than I would bother going with. The thing about analogies is that they don't usually benefit from overthinking (because all analogies break down). You end up talking yourself out of the analogy, which seems counterproductive.
 

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To be constructive in a way I think fits your ask, what about if the analogy was instead of a meal but a Cold Stone Creamery-like premium build-your-ice-cream shop.

The Barista prepares all of the options available/the GM puts together an adventure. And the Customers over the summer determine what they are going to get each time, with what topping and mix-in, cones, waffles or cups which then needs to be skillfully mixed and topped by the Barista/the Players decide what to do and the GM weaves a session from their actions over the course of an adventure.

I mention "over the summer" because a flaw in the ice-cream analogy for a single visit would be all of ice creams not tasted. While we all know that just because something is prepped doesn't mean it'll be used, but hopefully more of it is used then not.

Actually, now that I said that, just adding a time element to the original analogy might make it better. A whole adventure isn't a single encounter/meal, it's multiple entrees, appetizers, desserts and sides. So if each scene/challenge in an RPG is equivalent to one of those, and the chef over time is adjusting menus based on what their family likes, that I think would strengthen it.
I forgot to say: I do like the ice creme parlor analogy, especially for something like a player driven sandbox. That is, there are lots of options and any given player is likely to find something they want, but the group is still going to have to try stuff only a flavor or two at a time. Maybe they make a big shared sundae every time they sit down? Is that torturing the analogy too much?
 

I have to disagree. Because "preparation" in this case is "the primary making of the meal", and in an RPG that can't be anything but actual play -- where it all comes together. GM prep is more like shopping for ingredients and meal planning. It's getting everything you need for that, but it is not that.
I am gonna back this statement up here. I think @Blue is correct.

When I GM, and I am being treated like "the chef" I am not having fun. Because it means players "made me cook and serve it all up" They then pushed buttons, ate the plot and contributed nothing but consume and review.

BUT... when I am with 'the kitchen crew' and we are all cooking - I am having soooooo much fun! Sure, I stocked the fridge with the game system, and I prepped the ingredients with a plot of sorts. But they RUN with it, they MAKE it into something special and I am just playing, at most, head chef, keeping ideas flowing, keeping burners on, pots full of pressure and so on.

I think the food analogy of @Reynard works, but it works better if we are all the kitchen (and if we are making a podcast, then the viewers are the customers eating our food).

I like game where a bunch of the night the players or the dice added net-new ideas to the game, and added plots where none were before. I am not talking about that one oddball player who always wants to run off and do side stuff, I mean genuine "oh, I thought we were gonna just bargain for better domains, but now we are plotting to overthrow the Prince now, and you are making bargains that are really dangerous but...ok let's see where this goes!"
 

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