>>6236314>>6236428>>6231114>>6231127If I were to revise my worldbuilding 4 quadrant taxonomy slightly, it looks like this: (see attached pic related)
a VERTICAL AXIS of AGENCY, GM to player;
a HORIZONTAL AXIS of THREAT, from chaos to control
Top left is the GM "womb world", a static and stable conserved setting; the benefits of this probably a very secure and established cadence of narrative, pacing, storytellung rhythm, with a definitive conclusive ending etc. To achieve this though perhaps a lot of player autonomy is sacrificed
Top right is the "deathtrap dungeon" it is characterised by harsh perhaps instadeath or seemingly arbitrary random GM rulings (especially if the GM changes rules constantly under varying circumstances) Surviving and winning can be very satisfying though
Bottom left is the "risk aversion" player womb world lol. It may be characterised by players pursuing too many "safe" choices, too much diplomacy or dithering or trying to explore all the options and compromises etc. This style can lead to very enjoyable and deep NPC character and relationship development though
Bottom right is the "havoc wreck world" I suppose where players just murder all npcs, upset the story and loot all the corpses etc. The good side of this is it permits total anarchic freedom and is the basis for some sandbox / immersive simulation creative / exploration-driven emergent gameplay