Just because someone sets a chess board on the table, doesn't mean you don't have the agency of moving the pieces.
Sure. Those are actual things that a real person does in the real world, involving various physical things (pieces, board) understood to have a certain siginficance as game pieces.
The clearest analogue in a RPG is declaring an action for your PC, and rolling dice to see whether or not the action succeeds.
The biggest difference between chess and a RPG is that a RPG involves a shared fiction, which provides context for action declaration and action resolution.
I think the big gap here between our styles is that you assume a lot is getting made up on the spot and it's either the DM controlling whats made up on the spot or the PC's.
No. In the context of "GM-driven" RPGing, I mostly wrote about the GM reading things from, or referring to, his/her notes. It is [MENTION=23751]Maxperson[/MENTION] who has insistied that even in GM-driven RPGing most stuff is being made up during the course of play.
The world is built. Mostly ahead of time. If a player asks about something here is the process I would go through.
1. Is it obviously something that exists. My map shows a building with a window. So no further need to check anything.
2. Is it something that likely exists if any sort of effort is put out. Like finding a stone on the side of a road. If there is no pressure then I just say yes. If there is pressure, then I examine the designed world's notes and I make an educated guess at what the probability is that a stone is right there and I roll.
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5. For NPC's that I've bothered to detail out very well, I will know how easily they are bribed or not and I will roll a die to see if they succeed in their bribe attempt. In other cases, suppose it's a guard that I haven't detailed that well. Then I will probably base it upon how well I believe guards in general in this area are corruptible. I definitely have the locale detailed out enough to make a very educated guess.
This is all more-or-less as per Gygaxian dungeoneering. As I said in the OP, I think it breaks down once worlds get remotely verimilitudinous.
Eg a PC goes to a baker in a moderately sized city to look for a mince pie. Does the baker have one for sale? What is the probability?
At a beach, what is the probability of some driftwood being within reach?
In a bar, what is the probability of someone starting a fight if a PC is rude to him/her?
And do the players know these probabilities? If not, how are they meant to meaningfully declare actions for their PCs?
there are times when I know with certainty that the answer is no. This is somewhat rare and mostly revolves around well defined features.
This is an example of what I describe as "hidden" or unrevealed backstory being used to defeat player action declarations, by being treated as an aspect of the fictional positioning that determines the outcome, although the player didn't know about it.
In classic dungeon play, a significant goal of play is for the players to
learn this stuff - ie to learn, by means of "exploration", the content of the GM's notes. But in "living, breathing world" play I think that that sort of goal becomes much harder, as the parameters of the "exploration" task become almost completely open-ended.
You see I am merely a moderator. The world is created.
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My players though enjoy knowing that the world mostly exists. I'm not making it up nor are they but rather they feel they are actually in a living breathing world. As DM, I work hard to foster that feeling. Why? Because that is fun.
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The players <snippage> want the world to be consistent and with a high degree of verisimilitude.
I think there are some non-sequiturs here.
As a GM, I work hard to foster a feeling of a "living, breathing world", with a high degree of consitency and verisimilitude. My own view is that I do a reasonable job - the gameworlds of my campaigns seems as rich and evocative as most examples I read about on ENworld, for instance, and moreso than many.
There is no general connection between these goals for setting, and having the setting authored by the GM in advance so that a signficant goal of play is the players learning what that is. If players enjoy play oriented around such learning, well, obviously that's their preference and their prerogative. I'm just denying that there is any special connection betwen that particular technique, and a rich and verisimilitudinous setting.