Bedrockgames
I post in the voice of Christopher Walken
@Bedrockgames
I just listened to the video you linked from Justin Alexander.
Upthread I wrote a list of 4 continuums to evaluate Protagonistic Play.
I hope its clear that:
* "Festooned With Scenario Hooks" with PCs on the uptake is not high on the Protagonistic Play continuum.
* They can also "choose to 'Explore Undermountain' which they can only do if they know Undermountain exists" is not high on the Protagonistic Play continuum.
Meanwhile:
* Don't prep plot, prep situation is very high on the Protagonistic Play continuum.
This is Vincent Baker Dogs in the Vineyard 101 circa 2004 (and he said it before then); How to GM 137-138 (abridged) - Don't play the story > don't play "what's going to happen" > play the town > provoke & react.
What Justin Alexander is depicting above is Dogs in the Vineyard 101 except (I'm assuming given his system and "setting before" proclivities) without:
* the initiating scenes for the PCs (which are seminal and provide anchoring for subsequent play).
* the thematic PC build flags that constrain the GM toward what play should be about (therefore how to build setting/situation - frame 'the town' and how to play 'the town'...how to provoke the players).
* the resolution mechanics that escalate conflict, impose difficult decisions, and forcefully evolve (and advance) PCs.
* the focused premise of Dogs in the Vineyard.
i know nothing about dogs in the vineyard so can’t weigh in on that. But your billet list breakdown does not sound like what Justin is describing to me (I could be misunderstanding but a lot of that doesn’t seem like my reading of it). Either way though lots of people in the gaming community have independently arrived at similar places (I arrived at a similar place to sandbox before ever hearing the term). I can’t speak to where dogs in the vineyard is on the spectrum of styles. I think there is more going on with his hooks than meets the eye. I would frame it more as the content is made with an eye toward game ability, but you don’t know how players will sink their teeth into the hooks he is describing or which direction they will go. The synergy he describes is something that most sandbox GM’s cone to understand naturally with tone IMO. And that was just one example of sandbox advice. I included it because Justin has a distinct gaming philosophy and tends to be very precise with language and terms; as well as laying out and breaking down procedures