Well, I quoted this from the Codex (orignially in the Adventure Burner):show me a passage form the book where the player is called on to speak (as opposed to the character) and I'm ready to concede.
The player must offer an invocation appropriate to the moment and his idiom. If he doesn't, the GM can and should inform him that his task is inappropriate to his intent and stop the Faith dice before they hit the table.
That requires the player to offer an invocation. Not to describe his/her PC offering one.
I also mentioned Rapier Wit (Gold p 343; I haven't checked the Revised Character Burner citation) and Rhyme of Rules (Gold p 148; again, I haven't checked the Revised page number):
In a Duel of Wits, if the player can interject a searing bon mot while his opponent is speaking, he gains +2D to his next verbal action.
Rhyme of Rules is . . . the only spell song that can be used as a FoRK . . . for any skill song test . . . for whch the player can recite a clever bit of folklore obliquely pertinent to the situation
Rhyme of Rules is . . . the only spell song that can be used as a FoRK . . . for any skill song test . . . for whch the player can recite a clever bit of folklore obliquely pertinent to the situation
The italicised bit is a description of the prayer. It is not the actual prayer, and hence doesn't tell us how long the prayer takes to speak (and hence how many volleys).The player creates the prayer... and that determines it's number of words.
<snip>
I could just as easily, if the table agrees, state "My character Bethren says the prayer of the Weeping Moon beseeching divine alertness during the hours of the night" (Italicized portion is the prayer which is roughly 16 syllables)
The prayer has to be something like "O Weeping Moon, I beseech your divine aid, that I may remain alert during these night hours", or something similar. That is a prayer, not just a description of one, and hence allows adjudication of the time taken (23 syllables, or 24 if you count hours as two; so three volleys); it also allows the table (and most importantly the GM) to affirm that the task suits the intent: because, if it is not, then (per the Codex/Adventure Burner), the GM can and should inform him that his task is inappropriate to his intent and stop the Faith dice before they hit the table.
Of course BW is not the only RPG to require speaking certain words (in character) as part of establishing the fictional positioning for an action declaration and to adjudicate the time required the action in question. AD&D requires this for casting a Wish or Limited Wish spell, and it determines the casting time of that spell (AD&D PHB, pp 88, 94): "Casting time is the actual number of seconds - at six per segment - to phrase the limited wish."
The idea that there is something unorthodox or even objectionable about actually requiring the player to state words in order to establish fictional positioning for action declaration is (I think) an idea that has more recent origins in the RPGing hobby.