Except describing this just as 'the outcome of a declaration made' is misleading. The players is announcing an intention to go to the tea house and also happens to state why they are going (and you are picking up on that reason as part of the action declaration).
Yes I am, following your lead: the player declares that his/her PC goes to the tea house to look for sect members.
This is like in AD&D where a player declares "I search the wall to look for signs of secret doors."
It contrasts with, say "I go to the tea house to see if anything interesting is going down there" or "I search the wall looking for anything that differs from just a plain, flat, solid wall."
The GM lets them go the tea house, and decides what is at the tea house when they get there.
Yes. The GM decides the outcome of the action declaration.
An action declaration is something like "I smash the barkeepers face" or "I walk into the tea house".
Says who? In AD&D, a legitimate action declaration for a 4th level paladin is "I meditate and pray for my warhorse". And for a magic-user is "I spend three weeks in my tower researching this spell." AD&D also allows spending a day traversing a hex to be resolved as a single action (check for getting lost, check for encounters).
In Classic Traveler, a legitimate aaction declaration is "I spend a week looking for a branch of the Psionics Institute".
Things like "I take over bone breaking sect", "I go the tea house and find members of bone breaking sect" are not really the same thing (this is blending an action declaration with narrating things going on in the setting (and the first one is covers far too great an expanse of time/events to be considered a far declaration in most games.
This depends heavily on system. THere are the examples I gave just above. The Wilderness Survival Guide (late 80s AD&D) allowed hunting as an action declaration, which equates to going out into the wilderness looking for an animal to kill. 4e D&D allows foraging as an action declaration.
I don't know whay system [MENTION=85870]innerdude[/MENTION] is playing - the OP doesn't tell us - but there's no reason to think that it is more narrow than the range of permissible action declarations in AD&D, Classic Traveller and 4e.
A player may say "I go to the tea house and find members of bone breaking sect" but most GMs are going to read that as "I go to the tea house to see if there are members of bone breaking sec there", and many do not feel they have to add the sect into the scenario just because the player included in their statement.
I've bolded the bit that you keep saying but that no one in this thread has suggested as a good way of running a game. (That's not to say that it may not be a good thing in som circumstances. But no one has actually suggested it.)
The most common way to resolve action declarations in most RPGs is by dice rolls.
I go to the tea house to see if there are sect members there can be resolved by dice rolls pretty straightforwardly in many systems, and I posted as much quite a way upthread:
This is an interesting example.
In B/X or Gygax's AD&D, this is Mother May I - there is no rule for resolving this beyond the GM's decision about whether or not sect members may be found at the Teahouse.
In Oriental Adventures there is a mechanic for this, available through the otherwise rather weak yakuza class. In Classic Traveller, this can be done via the Streetwise skill. Neither offers any guidance for how to establish or handle consequences of failure.
In Burning Wheel there is a mechanic for this (Circles and -Wises checks) and also a clear procedure for establishing and handling consequences.
If a group doesn't want Mother May I, but does want hunting down sect members to be part of play, then it makes sense to choose a system that will facilitate this. (As [MENTION=99817]chaochou[/MENTION] suggested in his post.)
If the GM had a note like "Bone breaking sect can only ever be found in this one spot on the map" and the players had to keep guessing until they found it, that would be mother may I. But in the example we've been talking about, I and others have said in our responses we are trying to emulate a living organization and environment, where things are not simply pinned down to one spot. And our judgement is simply more "well who would be there at this time". It is possible bone breaking sect would be there, possible they wouldn't, possible one of their representatives or allies or enemies would be there as well. That isn't the kind of play most people have in mind when they say mother may I.
To be frank, the tea house example in which the GM simply decides, unilaterally, that there are no sect members at the tea house, seems like a version of "the sect can be found only on one spot on the map" - the spot might be bigger than a single 30-yard hex, but apparently doesn't include the tea house!
[MENTION=99817]chaochou[/MENTION] and I are also emulating "living breathing worlds" in our RPGing - that is why in our games the most unlikely things sometimes happen (like perhaps a sect member being at the tea house to meet his mum for tea, if that's what the action resolution dice point us towards).
It is only mother may I in conversations where people have an axe to grind against something like the traditional GM role or old school style of play, or sessions where role play and in character exploration are really important. Not saying you got to like these things But it is pretty obvious a lot of people in this thread have an axe to grind against a style and are using a term like mother may I to sneak in critiques of it.
You can take that up with the OP - I am simply following the usage he introduced in the thread title and first post.
But the idea that
role play and
in character exploration aren't important in games like DW or BW is obviously ridiculous. Likewise that "traditional" RPGing has to involve the sort of GM role you are putting forward: it hardly gets more traditional than Classic Traveller, and that system needn't inovlve that sort of GM role at all.