Maxperson
Morkus from Orkus
What counts as effective difference obviously is relative to things that matter to people.
What matters to me is the actual experience of playing the game - at each moment of play, what fiction is the focus of play? where did it come from? why do we care about it?
Given those concerns, the difference between a GM-authored obstacle that must be played through before we get to the thing the player cares about and a GM-authored consequence for a failed check in dealing with the thing the player cares about is vast. The first is GM-driven and verges on a railroad: the player has to jump through the GM's hoops before play actually gets to what s/he wants it to be about. The fact that there might be multiple ways of jumping through the hoops - bribe a guard or visit a sage or whatever - doesn't reduce its railroad-y character. The player still has to play through all this GM-authored stuff before getting to the bit s/he's interested in.
The second is the player being confronted with a situation that speaks to the PC's dramatic need. The player makes choices about that - try to buy it? try to steal it? try to analyse it? - and the results of these choices yield consequences that the GM authors having regard to these same dramatic needs.
There's still no effective difference in how it plays out. You can prefer the reasons behind how you get to the end point, but the end point is the same and both styles author them under very similar circumstances, which I spelled out above and will do so again below.
"There's no effective difference between the DM obstacle in my style, and you creating the curse obstacle in your via the failed roll. In both instances the players have to overcome an obstacle that the DM put in the way. In both instances the players desires drove that obstacle into being through their desires. In both instances the story moves forward ONLY because of the players, as the DM is just reacting to what the players do."
I also don't know how you can say my style verges on railroading when it plays out very similarly to the way yours does. My style doesn't even remotely come close to forcing players down one path, so again you betray your lack of understanding about how my style works. You'd think that by now you'd stop making these absurd statements about a style you don't understand. I get that you THINK you understand it, but given how many times pretty much everyone who plays my style lets you know how far off base you are with your comments, you probably should step back and re-assess how much you truly understand.
The episode of play I described is about a wizard who is in Hardby, hoping to find an item to help him free his brother from possession haggling over an angel feather, and learning that it is cursed.
The player made the choice that made angel feathers salient (ie the player authored the PC's belief). The player made the choice that might reveal the feather as cursed (ie to read the aura of the feather).
The hypothetical example you put forward involves situations whose content is established by the GM; and where the consequences will also be established by the GM. The payer "drives the story forward" only in the sense that the player declares actions. That is to say, it is a RPG.
That's simply not true. While the rules might allow me to tell the player that there are no wizards in this large city, or no sages, or..., the social contract does not. A large city will have those things in it, so when the player tells me that he is seeking them out, I have no real choice but to react in a way that allows the player a chance of success. And again, there is no effective difference between you establishing consequence or a challenge in response to a player declaration, and me doing the same thing. The only difference is one of motivations "what fiction is the focus of play? where did it come from? why do we care about it?", and motivations don't create an effective difference here.
Suppose the check succeeds and the PC identifies some useful trait of the feather. He still has to acquire it somehow. He still has to use his Alchemy and Enchanting to work it into some usable form. This would require tools which he currently doesn't have. And he still has to find his brother!
Your initial post said nothing about further work to make it usable. It made it seem like the angle feather magic item would be useful in freeing his brother. If there's more to do, then it sounds a lot more like the way I do things. It's just the motivational stuff that is sometimes different.
And as I already posted upthread - "work" here is inapt. We're talking about a hobby, a pastime, playing a game. The question isn't whether or not the player has to "work" for anything. It's about whether the focus of the play is on the stuff the player has flagged, or some other stuff the GM wants to play through.
You think hobbies, game and pastimes don't involve work? Work, effort, not wanting things to be easy, call it whatever you want, but a lot of people want it in their hobbies, games and pastimes.