Edwards "played" with the concept of Stances in his 2001, little, humorous rpg Elfs. The following quote is from an old online review:
"Rules-wise Elfs is quite simple. A character has three stats, a sort of alignment, a one-sentence description, a kill list, and an equipment list. For reference I present one of our playtest characters:
Lystria, Spunk: 3, Low Cunning: 2, Dumb Luck: 2, Oral personality, ego-tripping bimbo.
All in-game actions are resolved by first stating your intent and then rolling 3d10 versus Spunk; dice that roll Spunk or less are counted as successes. If you can narrate your stated intent as being especially sneaky or childish, you get to add your Low Cunning to your Spunk, thus increasing your chances of success.
However, Dumb Luck is what makes Elfs stand out from the crowd. To get the Dumb Luck bonus added to your Spunk, you must make two action statements; one for what your character would want to happen, and one for what you want to happen."
The actual resolution bit was missing in my previous quote:
" If you get three successes, your character's action succeeds. If you get one or two successes, your action succeeds. And if you fail, you fail. This novel mechanic is the source of much of the silliness of Elfs, as using Dumb Luck is an excellent way to hose your buddies."
In the example of the Pc entering the forest looking for trail, applying stances as per that above, I guess:
Pc intent: looks for a tavern, a hot soup, and asks if forest is dangerous. Player intent: Pc enters the forest clueless. Rolls...
Then maybe, Pc intent: find a trail and get out safe; Player: gets lost and captured by creatures. Rolls...
Sounds funny, but also provides a framework to show that realism, bad outcomes, complications, adversity, can come from the Player POV; the Gm (or other Players) then might elaborate on what kind of creatures dwell in that forest, and so on. It requires a "double-think" process from participants not dissimilar to that of immersive, no-metagame, play.
Edwards' Trollbabe rpg, has a more rigid framework: the Player faces: Pc normal declarations (Actor stance?); call for conflicts (Director st?); after roll, failures are narrated by Player, incorporating bits from scene/Npcs, in Author stance (?) cause retroactively (after the roll) gives an in fiction reason for failing. [Edit. Maybe Director's, since uses 'the world' to narrate, also]
Also after failures, Player may choose, from a list of situations, one in order to reroll (Pawn / Director stance).
Successful Pc rolls are narrated by Gm (Actor/Author/Director stance, depending on what is narrated)
Relationships of the Pc are listed on the sheet and their usage is under Player control (Pawn stance), while their feelings are under Gm's control (Actor stance).
Death of the Trollbabe can occur only if: Player attempts a reroll when already Wounded; fails; the Gm, in this case only, describes how she is KOed plus a very bad outcome; if Player does not like it (Pawn stance), describes how the Pc dies (Author stance).