TwoSix
The Year of the TwoSix
Only laughing at your first sentence, BTW.I continue to be sad I mentioned tortles.
Setting that aside, there's clearly a norm at stake here that I don't think is reconcilable. This discussion really seems to be focused on a conflict about what GMs do.
If I'm completely honest, the whole appeal of the activity is the building out a fictional world. I like nitpicking the implications of tweaking magic to work just like so, or working out what a polity with a corrupt political system being run by two competing criminal organizations might look like day to day.
Fundamentally, I don't view the world as being in service to the players; it's art I'm putting together that they view through interaction (and has the fun property of changing emergently in response to their choices). If I cared a little more about narrative (or maybe characterization), I'm sure I would be writing novels, but that isn't what I'm here to do. Player input is directionally, but not collaboratively useful; I'll tailor the work to what they're interested in as consumers, but I'm not looking for co-designers.
The argument that's implicit in a lot of this is that conception of what a GM is for shouldn't be normative. It's not even a question of prerogatives over parts of the setting really, it's about what the goal of all the work is. I'm not convinced that should or does require the context of a particular set of players to determine.
Yea, I do think that's an irreconciable difference. I certainly understand the attraction to designing world concepts and then examining their interactions in a simulated environment; that's why there are so many popular video games that do just that!
But I find it completely at-odds with what has produced compelling, face-to-face gameplay in my experience.


