hawkeyefan
Legend
That seems to be the player-side equivalent of the GM asking "OK, so what are you hoping to find?"
An RPG needs some way to establish these descriptions of PC actions. Different ways make different sorts of action declarations permissible or impermissible, or affect the resolution of them. Maybe in this particular system there's a random safe contents table that someone is expected to roll on, if no one wants to put a richer description of the action on the table.
That's true. My point was more about how the fictional situation will play a major part. If the PCs are already looking for something specific....let's say they've broken into a place for the specific purpose of finding a map....then that's potentially going to influence how they declare actions. "I want to see if the map is in this safe" is more specific than "Let's see what's in this safe". A given method may or may not work for both these instances. Rolling and consulting a table may not help when something specific is sought, for example.
As others have pointed out, how such an action might be resolved will vary from game to game. Personally, I like the idea of the players having some ability to determine the outcome of their stated action. I like when the players say what they want to achieve, and then we determine how they will try to achieve it.
This is how Blades in the Dark handles it; the player will say something like "I want to convince this cop to ignore what we're doing" and then the GM says, "okay what action do you think that is?", and the player decides how they want to achieve the goal. "Well, I'd say it's a Sway attempt, but I think I'm gonna give him a threatening look and say 'Mind your business, bluecoat' so I think that's more a Command" and then they proceed with the GM determining the Position for the character, and the potential Effect of the attempt. All of this is based on the fictional situation that's been established...what exactly it is that the PCs are up to, how righteous the cop is, etc.
In a way, it's not about "What do you do?" although I ask that question all the time in my game. It's really about "What do you hope to accomplish?" Some games give more ability for the players to determine if they can succeed at what they want the character to do, and others give less. I honestly like both kinds of games, but I'd lean toward giving a bit more toward the players if I had to choose.