clearstream
(He, Him)
Is it right to read this to imply that the "unwelcome and unwanted" is just that unwelcome and unwanted that players can engage with and contest or resist? Excluding then stuff no one welcomes or wants that is meted out without opportunity for interaction.My take on the Vincent thing is,
Really he’s talking about conflict resolution.
Whenever there is a conflict of interest between two characters, use a randomiser to decide which interest prevails.
The unwanted really only consists of the wrong characters interests being triumphant, in fact I think Vincent’s reasoning is probably post-hoc and happened upon examination of Ron Edwards designs (basically he was playing Sorcerer). Why does conflict resolution work so well? Because it brings about the unwanted but still compelling.
I ask that not because it would be surprising, but because I believe it helps see why one might exclude everything other than conflicts from the OP's "unwelcome and unwanted".
Can you say how it matters that a designed mechanic rather than a GM introduces whatever comes next? Is it because it's assumed a GM can't procure that resolution has a knock-on effect on the fictional positioning of the entirety of the situation? Supposing they could, would that put them on the same footing as mechanics, or is there some other factor in play too?I think AW is a really terrible teaching text though and the wide spread interpretation of the text and many of the subsequent games turn it into: Intuitive continuity, aka no myth.
https://www.enworld.org/threads/how-do-you-create-story.140779/post-2430652
https://inky.org/rpg/no-myth.html
With the result that conflict resolution loses it’s bite. Why? Because in a closed and fixed situation any resolution has a knock on effect on the fictional positioning of the entirety of the situation. In a non fixed situation resolution will always be subject to what the GM decides to introduce next.