What is the point of GM's notes?

By the by, @Cadence, you represent my win condition for these kinds of threads -- honest curiosity about a new way to play. If you decide you don't like it, or never even try it, that's cool, I'm more happy for you to learn a way you don't like than some cockamamie idea that you'll be a convert. I'm just excited someone's encountering these ideas newly, and is asking good questions while listening to the answers.
 

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Those would count as notes you are using?
I would call those starmaps notes. Doubly so when coupled with the half-a-page or so per world, which (as per Classic Traveller conventions) sets out basic information about the physical, social and economic aspects of the world.

They serve two main functions in play. One is to inform framing of actions - eg if the players are at Byron and want to travel to Olyx and their starhip is Jump-1 then they will have to make two jumps, via Enlil. This feeds into a resource minigame - each jump takes time which generates salary and maintenance costs, and also requires fuel. It also establishes fiction that can inform subsequent narration - the more time the PCs spend in jump space, the more feasible it becomes for me as GM to narrate changes that are taking place in the larger world without that seeming overly contrived.

The second function relates to or builds on that last point: the starmaps and notes provide fictional material to draw on in other aspects of GM narration. For instance, Enlil is a low-tech world. Ashar is a high-tech world and very cold. When the PCs spoke to a religious leader on Enlil, and learned (i) about a particular talisman having come originally from Ashar, and (ii) that in the Enlilian religion the realm of purity and virtue is a cold place, this suggested the possibility of a deeper connections between those two worlds and that the religious doctrines on Enlil might be sources of information about "higher", scientific/high-tech truths about Ashar. Which fed into the alien-civilisations-and-psionics theme of the campaign.

pemerton said:
This reduces the "exploring the GM's world" feel and increases the "protagonistic" feel.
How much of the importance is the "feel" and how much is the actuality?
Because I am contrasting two sorts of play experiences, I think that feel and actuality run together here. The way that the game feels "protagonistic" is because the players can see their thematic concerns for play expressed in what I am narrating (see eg the stuff just above about Enlil and Ashar). If that wasn't there it wouldn't feel protagonistic. And that being there is sufficient for it to be protagonistic.

pemerton said:
if a roll fails, the GM is obliged to narrate some new complication that will follow from the established fiction.
How much of this new complication is completed completely ad-hoc on the spot? If none, how are any pre-conceived notions wiped from the GMs mind? If some, are those pre-conceived notion akin to notes in a sense (even if only mental)?
In AW, the GM is expected to develop "fronts", which is - roughly - notes on antagonistic groups/forces in the setting which have agendas they are trying to bring to fruition. When the GM has to narrate a complication, if in doubt or uncertain s/he should look to the fronts s/he has prepped.

For instance, if a player has his/her PC who has encountered a NPC try to read the situation, and the check fails, then the GM might have the NPC turn on or taunt the PC in some fashion that is giving effect to one of the fronts s/he has prepared. The GM would then add that NPC to her list of characters associated with that particular front.

In Burning Wheel, the GM doesn't prepare "fronts" in this way and rather is expected to draw upon what is implicit in the PCs Beliefs, Instincts, Traits, Affiliations, Reputations and Relationships. As an example: the wizard PC in the game I GM was broke, and wanted work from the sorcerous cabal of which he is a member. I can't now recall which of us decided that the leader of the cabal was Jabal; I do know that I narrated Jabal living in a high tower (in my mind, inspired by REH's Tower of the Elephant). The player made a Circles check, which failed; and so the only word that came from Jabal was a visit from his servitor Athog telling the PCs to leave town. None of this was preconceived, but it followed from the logic of the fiction having regard to those relevant PC attributes (Beliefs about gaining resources, Traits like Base Humility, the Affiliation with the cabal, etc).

I would say that BW is less "sandboxy" than AW. Hopefully these short examples give a sense of why. But both have this in common: the GM does not use prior conceptions of the fiction to determine if action declarations succeed or fail. Rather, it is success or failure on checks that then constrains the narration of the fiction that follows.

pemerton said:
In our Prince Valiant game, the PCs had ridden north of the town of Castle Hill to confront a knight - "the best in all Britain", Sir Lionheart - who was blocking the road north, not letting anyone pass who was unable to beat him in battle. The two PC knights were defeated. The third PC asked for a joust, but the proud Sir Lionheart declined to joust with a mere squire. To which the PC responded, "Fine, I'll just continue on my way then!" and tried to pass Sir Lionheart and continue along the road. This called for a Presence vs Presence check, which the PC won - and so Sir Lionheart knighted him so that he could joust and perhaps succeed where the others had failed. The new knight then defeated Sir Lionheart (mechanically, by spending a certificate to Kill a Foe in Combat - the player chose killing and not merely knocking senseless because he intuited, from Sir Lionheart's personality as portrayed by me, that Sir Lionheart would which to continue the fight on foot if unhorsed, and the player knew that his PC had no chance of winning that fight).
Did you put the knight there out of your conceptions, or did they suggest there was a knight there to meet? Was the best in all Britain yours or there idea? Was Lionheart's portrayal as continuing on the ground your conception or theirs? If any were yours, was that something they were discovering about the world you were presenting? If some were not, how did they insert it into the game?
The previous session had ended with the PCs in Castle Hill, having resolved the problem of the Lord of Castle Hill's missing Crowmaster. I was the one who narrated talk among the people of Castle Hill of a powerful knight who was blocking the road north, not letting anyone pass who was unable to beat him in battle - and so far unbeaten.

This is the basic logic of Prince Valiant - by default the PCs are knights errant, and the GM is expected to establish situations that will permit deeds of errantry.

The stats for the knight, which make him a candidate to be the best in Britain, and his name (Sir Lionheart) I took from a scenario in the rulebook (it is the second of three Challenge from a Knight scenarios). The player inferred, from my portrayal of Sir Lionheart, that if unhorsed he would insist on continuing on foot; and my portrayal drew (inter alia) upon the following passages in the scenario write-up:

Personality: Hot-tempered, violent, honest. Sir Lionheart is a proud and warlike knight who has spent years training fanatically. He fears only defeat or humiliation. . .​
If irritated in any way while jousting or fighting, Sir Lionheart will immediately challenge the knight who insulted him to a fight to the death to preserve his honor. . .​
If he is defeated in a joust, he will be furious. Only a Courtesie or Fellowship success with a Difficulty Factor of 2 can stop him from challenging his opponent to a fight to the death. If he kills someone, he will be ashamed of his fury and wish to aid the deceased knight’s family. If he is defeated in personal combat, he will give up his armor, weapons, and horse in shame. He hasn’t been beaten yet, however.​

It was this same information that informed my adjudication of the attempt by the squire to go past him. Had the opposed Presence check failed, then I think I would have had Sir Lionheart respond in an angry and perhaps deadly fashion to (what he would have taken to be) the slight.

I think that this counts as discovering a "world" - or at least a character - that I was presenting. Because it falls on the "protagonism" rather than "exploring the GM's world" side of that (rough-and-ready) divide, I don't think most sandboxers would think of it as counting as a sandbox. In dramatic terms, the NPC knight served as a foil for the player of the squire to express and develop his conception of his PC.

Thank you for the clarification. I have to say such a thing never occurred to me.

Is the effect of the failure or the difficulty of the check based on what's in the DMs head that might not have been addressed in the fiction? Is the DM equally allowed to say the Duke is away for three months or three hours? Is the DM allowed to make the difficulty of the check greater if they'd rather not have them meet the Duke? Are they required to have a roll at all? If the Chamberlain says the Duke is gone for three months can the players think he's lying and make a check about it? If the players had seen the Duke sail off themselves can they say they think he circled around and make a check for it? [e.g. analogy wise is the world Bayesian where no point-mass priors on anything are allowed, or are they allowed in some cases? and are the tightnesses of the priors determined by the DM or the rules or both]
I was unaware there were systems where the DM couldn't simply say the Duke was gone on a trip because that's what their preconceptions/notes said. Any two systems that would allow that but give different answers would be greatly appreciated.
I will give answers from two systems that I know fairly well: Burning Wheel and MHRP/Cortex+ Heroic (which I have used to play fantasy games, including a MERP/LotR game).

In Burning Wheel, the default approach to meeting with the Duke is a Circles check. So first the check would have to be framed: if its already established in the shared fiction, at the table that the Duke is somewhere else out of contact then the check can't go ahead. Likewise if the character does not have Noble Circles (eg because of being a commoner) then the check isn't possible, and some other approach would be needed. The next step in framing is to set an Obstacle (= difficulty) for the check. There are rules that govern this, based on how immediately the player wants the audience to be, and how specific the NPC is whom s/he wants to meet with (obviously the Duke is very specific; contrast, say, "a noble of the court"). There are also rules that reflect how likely the desired NPC is to be where the PC is or is prepared to go to (so eg the check is easier if the PC is prepared to go and wait at court for an audience, then if the PC is hoping to encounter the Duke riding past right now). It is not part of the rules that the GM is allowed to set the difficulty based on whether or not s/he wants the character to meet the Duke. And unless it's already established at the table in some way, it would be unsporting at best to adjudicate the likelihoods by reference to specific notions like "this is the time of the assizes and so the Duke is probably travelling through his lands". The way that that sort of thing would come in, rather, is as a response to failed checks: so if a player tries to augment the Circles check by making a Court-wise check, and the latter check fails, then the GM might narrate that now is the time of the assizes, and hence it is likely the Duke is away, and hence the difficulty is stepped up from what it might otherwise be.

If the check fails, then the GM can narrate this as s/he thinks appropriate given that the player isn't going to get what s/he wanted for his/her PC. I gave an actual play example earlier in this post. The chamberlain saying that the Duke is away for 3 months would be a similar example. Whether it is fair to say 3 hours or 3 days or 3 months will depend very much on the pacing and "passing of time" dynamics of the game.

In Cortex+ Heroic, there are two main ways to meet the Duke. One is to spend a Plot Point to establish an appropriate Resource (in our game that would be a Social resource). There are rules that regulate when this can be done: either during a Transition Scene, or if the GM rolls a 1 on one of his/her dice. The GM has no veto power, though is allowed to work with the player to establish fiction-appropriate narration of the Resource. The other is to establish the Duke as an Asset in an Action Scene - mechanically this is no different from any other resolution in an Action Scene (eg inflicting Stress on an opponent so as to defeat them). The GM has no veto power here, any more than - per the standard D&D rules - the GM can veto a player's declaration of an attack during combat. The GM can make it harder to establish the Asset by spending GM-side resources (Doom Pool dice) in opposition. In the fiction, this would reflect a sense of foreboding or particular challenge surrounding the endeavour. (In our LotR game, Doom Pool dice also represent the workings of the shadow.)

If the attempt to establish an Asset fails, narration of the Duke being out of town might be possible but would be mere flavour. Until the scene is resolved, it's not impossible that the attempt may not succeed on a subsequent try, which might then be narrated as the Duke's sudden return (which is consistent with MHRP's comic-book aspirations). In some circumstances if a check fails the GM can introduce new complications into the scene - these could include a hostile Chamberlain, if that made sense within the broader established fiction.

In our MHRP/Cortex+ Heroic play we have seen the Resource approach used for this sort of thing, but I don't recall an occasion where an Asset has been established taking the form of a social connection.

EDIT: I just saw this:
After the Duke is declared to be on a three month trip, is there a mechanic in the game that lets the player postulate that he returned early with some chance of success?
In Burning Wheel, there is a general principle called Let it Ride. So consequences are relatively hard to overturn. In your example, the starting point is that the player has to suck it up that the Duke is away, and find another approach to whatever it is that s/he's trying to do.

In Cortex+ Heroic, there is much less rigidity around the fiction and it is based much more on give-and-take. If the GM narrates the Duke's absence then maybe next time the player tries to establish, as an Asset, The Duke has returned unexpectedly! This different framing of the Asset might affect what abilities the player can put into his/her pool, or how it feeds into some other aspects of the system; and if the GM has established a hostile Chamberlain that that could factor into the GM's opposing pool (all checks in MHRP/Cortex+ Heroic are opposed).
 
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I confess to only reading/skimming about the first 1/4 and last 1/4 of the thread.



Thank you very much for the description and for the offer of taking questions. I think I have two:

1) So, when the DM says the Duke is out of town for three months (as either an answer or GM unwelcome truth move), where did the particular of "the Duke is out of town for three months" come from? Presumably because the DM thinks it will fill a dramatic need of the players(and I think I understand what you mean there). But it feels like there are lots of ways that the Duke being unavailable could have been done. How much of this is it being spontaneously being drawn from the mental ether that would be common to anyone who had been listening to the game, and how much of it is influenced by the particular thoughts and musings the DM might have had about where the game was going.

2) So, after the Duke is declared to be on a three month trip, is there a mechanic in the game that lets the player postulate that he returned early with some chance of success?

@Ovinomancer 's answer is good but I'm going to go a different route. I'm going to answer this with a play excerpt from one of my older DW games (because I find excerpt post-mortem to be the most helpful things for this kind of analysis). It won't map 1 : 1, but it should be close enough. In this case, sub "Duke" for "sister."

PC (Emeline) was a Fighter w/ the below build features:

Good​

Defend those weaker than you (mark 1 xp at End of Session if this is fulfilled).

Bonds​

I have sworn to protect my sister Eliza (mark 1 xp at End of Session and create/choose new bond if this is resolved).

Moves​

Heirloom​

When you consult the spirits that reside within your signature weapon, they will give you an insight relating to the current situation, and might ask you some questions in return, roll+CHA.

On a 10+, the GM will give you good detail.

On a 7-9, the GM will give you an impression.


Emeline's big sister Eliza was once a great warrior whose relationship with her little sister (Emeline) was inverted (she was Emeline's protector). Eliza was lamed in a battle with a dragon and she passed the family weapon down to her little sister. Many decades passed and they were both much older. Eliza was stricken with a wasting disease. At the start of play, Emeline was on an adventure and had heard a rumor of Eliza's condition and immediately came back to their home town to see to her. The facility doctor that cared for the infirm was extremely nervous dealing with Emeline. Emeline made a Discern Realities move in the interaction. She got a 7-9 so 1 hold. She used that hold to ask the following question (which I have to answer true) and take +1 forward when acting upon the answers:

* Who’s really in control here?

When she asked that question, I had an orderly move across the backdrop of the scene with a chart. Reading it aloud, the orderly says, "Cedar Point Sanitorium sent the monthly stipend for the Eliza (whatever their last name was...I can't remember it now) deal." I'll elide the reframing of the situation after this > subsequent action declaration > resolution. Suffice to say, the Cedar Point (well up in the mountains in a cedar forest) Sanitorium had purchased Eliza from the facility.

A Perilous Journey later and Emeline and the other PC was at the Cedar Point Sanitorium to demand the release of her sister into her custody (so she could go on a quest to have her magically healed). The parley was going poorly due to failed moves. She got a 6- on a Discern Realities so she marked 1 xp and I revealed an unwelcome truth to her:

Eliza agreed with the transfer when the transaction was made. She felt she was doomed and she wanted to devote her remaining time to science to help others in the future with her same condition. Her signature was clearly on the form. They purchased the rights to Eliza to give her better care and to study and learn from her condition.

I asked the player how she felt about this. Was this out of the ordinary for Eliza? Was this believable? The player answered that this was absolutely what Eliza would do...but she doesn't remotely feel like this is the whole story here and she is determined to take her sister from this place to get her cured via magics.

So the player decided to have Emeline pull a Thundercats and consult with the family weapon for "sight beyond sight." She got a 10+. Working with the answers that the player provided and working off her Alignment and her Bonds, I reframed:

The sword lets her see through the eyes of her sister and access her memories. She is close. The details provided about the transaction are true. However, there is much more to it than that. She has been used as an investment for more than just the just pursuit of science and the care of a great hero. She is being used as a spectacle with wealthy nobles coming from miles to pilgrimage to the Sanitorium to spend time with the dragon slaying hero, have portraits done, have lunch with her, or have their children spar with her on her few better days. The primary investor of the Sanitorium is making coin hand over fist.




The bad news was true because action resolution demanded something the PC didn't want (that followed from the fiction) be true.

The full reality was informed by the thematics of the PC build + ask questions and use the answers + 10+ on a relevant move.

Does that all make sense and does that address your questions?


EDIT - I see @pemerton has nina'd me with a similar approach to answering!
 

Quick follow-up on the above post since you asked how the constituent parts of setting are created.

* Our map that we created together was Utah-ish. The Cedar Mountains were inspired by real life Utah and created at "make a map and leave blanks" phase (session 1).

* Skull Valley that split through the mountains was created at "make a map and leave blanks" phase (session 1). Twelve Points was the dusty, booming frontier town in Skull Valley, named after the massive Peryton bucks of the territory that brought big game hunters from miles around. This is where Eliza had retired.

* Cedar Point Sanitorium was made up on the spot when I needed a complication so we put it on the map, high up in the Cedar Mountains (a Perilous Journey through Peryton territory and topographic hazards away).

* The corrupt investor and the plot with Eliza at the Cedar Point Sanitorium was made up on the spot when I needed a complication.




This is how Dungeon World content is generated.
 

@Manbearcat has described DW content creation. The procedures for DW are based on the procedures for Apocalypse World, and these are very precisely set out by that game's author (Vincent Baker) - they are not all novel ones, but more than many RPG designers he describes the processes very clearly and matter-of-factly.

Working out the starmap in Traveller has some resemblance to "drawing maps, leaving blanks". It is less collaborative than in DW, though not entirely GM-driven: I gave the example upthread of our starting world (Ardor-3) and the world of Hallucida is on the map because one of the PCs is a baron from there (Vincenzo von Hallucida).

The servitor Athog (a quasi-anagram of Thug A) was invented in my BW game when a consequence for a failed Circles check was needed (as described upthread). This is similar to Manbearcat's corrupt investor and plot. The reason that Athog gave for the PCs to leave town was a cursed item the wizard PC was carrying - and that curse was itself a consequence of an earlier failed check, so there was an element here of what Baker in AW calls "snowballing" - fiction building on fiction with a trajectory and logic that is not pre-planned but is established via the processes of play.

A commonality across all this is that the GM is not using as-yet unrevealed elements of his/her notes to decide whether or not an action declaration can succeed; and is not using behind-the-scenes decision-making by way of causal extrapolation (of the sort that @TwoSix and @Maxperson described above) to decide when and how complications manifest themselves.

That's not to say that there is no "thinking offscreen" (to use Baker's phrase from AW), but it is being done in play, not in prep. In BW, I think offscreen - Jabal has learned of the curse and wants it out of his patch, so he sends his servitor to run the PCs out of town; we see Manbearcat thinking offscreen, about what other forces could be at work and have designs on Eliza and her status as a dragonslaying hero. This will snowball into further events - in my BW game there was the surprise announcement of the wedding to take place between Jabal and the Gynarch of Hardby; two of the PCs ended up in Jabal's pay as bodyguards; his tower was the place where one of the PCs got revenge on her evil former master, the Balrog-possessed brother of the wizard PC. I imagine that @Manbearcat's offscreen elements will come into play again down the track (or may have already done so - I'm not sure how much this campaign has been played yet).

I think this is why I agree with @hawkeyefan that, at least in the ordinary meaning of the words, these are "living, breathing worlds" although not serving the same gameplay function as the GM's world in a classic sandbox.
 

That's not to say that there is no "thinking offscreen" (to use Baker's phrase from AW), but it is being done in play, not in prep. In BW, I think offscreen - Jabal has learned of the curse and wants it out of his patch, so he sends his servitor to run the PCs out of town; we see Manbearcat thinking offscreen, about what other forces could be at work and have designs on Eliza and her status as a dragonslaying hero. This will snowball into further events - in my BW game there was the surprise announcement of the wedding to take place between Jabal and the Gynarch of Hardby; two of the PCs ended up in Jabal's pay as bodyguards; his tower was the place where one of the PCs got revenge on her evil former master, the Balrog-possessed brother of the wizard PC. I imagine that @Manbearcat's offscreen elements will come into play again down the track (or may have already done so - I'm not sure how much this campaign has been played yet).

Old game.

And yup, you're correct that those offscreen elements led to on-screen and off-screen content generation.

This turned into a The Last of Us -ish scenario with Emeline - Joel - rescuing Eliza - Ellie - from her plight, but in the doing having to slay many > which fed into further content generation as a result of a sequence of moves/complications including a Spout Lore move that was driven by a provocative (but unfixed until acted upon) Lovecraftian detail of scene framing because a Druid was the other PC (Slay an unnatural menace) > the investor was actually part of a cult of a primordial being of Pestilence that bought Eliza to ensure she wasn't properly studied so a cure couldn't be developed for her ailment (monetizing her was a nice vector to spread the plague and a way to ensure that the cult's racket had consistent funding) > which led to Emeline's player taking the Paladin move Quest (to hunt down and end this cult to save her sister) > which led to more fiction around the cult (more NPCs, befouled altars, the genesis story of sickness in the world, and various sites) > which led to slaying the cult and Emeline's player taking the Paladin move Lay on Hands to cure her sister > which led to questions and conflict framing around pestilence and the responsibility to cure the blighted (particularly the vulnerable who become afflicted) vs the natural order and place of purging sickness (which put the Druid and the now Paladin-ey Fighter at odds).

It was initially a nebulous game about unnatural menace and protecting loved ones/the meek in an unforgiving world. It transformed a bit as a byproduct of all of that snowballing of player input (via build changes, questions answered, and declared actions) and action resolution (contrast with GM imposition).
 
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I can address the rest in more depth when I have more time, but I think this is a fundamental point of dispute: I think most GMs in sandbox play, and most players have a more open and fluid idea of the interaction that leads to a sense of a living world. We don't tend to embrace this concept of loops (some GMs will talk about the game being an exchange where the payers say what they want to do and the GM responds, but it is always elaborated on in much greater detail. Also I don't think most sandbox players or GMs are as worried about the GM as filter issue. We also probably see it as a two way street of communication. And one thing you also encounter is more comfort with people imagining things differently. There may be some fundamentals you want to nail down and be on the same page for (i.e. the doorway is four feet wide) but we aren't as worried about accidental qualities being different (even a few essential ones being different----unless until something requires them to be clarified).
Hmmm... This seems like a general truism of RP play rather than something meaningfully insightful about the play process of typical sandbox games or even your games. Of course the actual process of play tends to be messier at the table or the conversation between players and GM is not as rote as it's made out to be. That's basically tantamount to humans interacting over a game.

I think that this is why some posters struggle with your posts and would also like for you to self-deconstruct the "evocative," "metaphorical," or "romanticized" language because it obscures, whether intentionally or not, the underlying play process of "how it works." It can come across as "generic," "banal," or even "trite," which results in undercutting the message of what makes typical sandbox play work and how.

We are also not talking about how "most sandbox players" feel about the GM as the filter. What's important, at least for purposes of these discussions, is that the GM is the filter and what that concretely means for how that "living world" is realized through play for the players. Again, romanticizing the GM as a human that can exceed the parameters of player inputs through human creativity doesn't exactly help matters either, as this is a feature pretty much shared with not only GM games but also a number of GM-less games (e.g., Ironsworn) as well. Obviously human creativity is present when the GM generate complications and consequences from player moves/actions in games like Dungeon World and Blades in the Dark.

It really depends on the game. Some of my games are focused on building mysteries, not pure sandboxes. One is focused on producing a ripped from the headlines style of play with story elements (Terror Network: think 24 but a little more grounded). Another is focused on character driven adventures with lots of conflict between the players (Crime Network: think Goodfellas and Donnie Brasco). Another is just a horror emulation game that doesn't attempt to advance one particular style of play (Horror Show). Another is an alternative history setting focused on mysteries, monster hunts and politics, where the players are servants of Caligula helping him wage a war against Neptune (Servants of Gaius). More recently Sertorius is a game about characters who are 'demi-god spell casters', and largely it is about leaning into what happens when player characters have that kind of power, start gaining followers (Sertorius). My wuxia/Martial Arts Fantasy game, Wandering Heroes of Ogre Gate* is probably the closest to getting the kind of play I talk about here. However there was some evolution of thought over the course of the line. But that is the book where you see things like grudge tables, drama sandbox, etc. My game strange tales is specifically for one shots, not sandboxes, but monster of the week style adventures. Also should mention I am not the only hand in making these games, they all have co-designers.

*This one is free and the relevant advice begins on page 406 through to about 425
Thanks. I'll take a look at it when I have more time.
 

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