In classic D&D you trundle along the corridor and you describe to the GM what you are doing, poking the floor with your 10' pole, searching the walls for secret traps, scanning the ceiling for lurkers above, etc. These are all obviously cloaked strictly in the 'action process' paradigm, but they are concrete actions related specifically to the GM-provided fiction. You could go through this whole exploration routine without ever jumping out of actor stance. If a situation comes along where a roll is called for, suppose a monster comes along and you want to know who is surprised, classically the GM could roll it himself (not sure what Gygax would say to that, except it is allowable). Even if the player rolls, they aren't selecting a course of action, they are simply RESOLVING an already selected action. The action is tied closely to a fictional process or circumstance. The goblins get surprise, they leap out of the shadows, blows are exchanged, there's initiative checks, attack and damage rolls, etc. Again this is built very close to the action. The fighter doesn't have any 'choose what power to use' kind of choices, only resolution of in fiction stuff. The wizard is maybe a bit different, but Vancian Casting is engineered to give something close to the same experience!
I think this WAS a cardinal principle of D&D design. I'm not sure if it was something Dave Arneson conceived for immersion reasons, or if it was simply an outgrowth of keeping the rules fairly light weight and Gary's desire to put the DM firmly at the center of the game. Either way, it is a trait of early classic D&D. I am more dubious about it existing in MODERN D&D!
Yeah, and I think my description of classic D&D illustrates that it has that property (or can have, I'm sure it is not guaranteed in every game). I think, at least as conceived by me above, it DOES have the property of technically allowing you to remain in an actor stance DURING PLAY. However, there is a vast amount of 'stuff' you cannot address in that kind of play, or which you have to just arrange for by the super meta-gamey genre conventions and table play conventions of classic D&D (IE the dungeon itself as a model of adventure). I think in the end we end up at the same place, and we both wonder why people who accept the super meta-gamey conventions then balk at 'Wises Checks', why is that some sort of line in the sand?
Part of my point is that there is no particular correlation between
is a mechanic consistent with Actor Stance and
is a mechanic in respect of which every outcome that might flow from its use is an outcome that, in the fiction, flows primarily from the causal powers of the character.
As you say, classic D&D is replete with mechanics in the second of the two classes mentioned in the previous paragraph (at least if we bracket the interpretation of hp, saving throws etc as "supernatural forces"). But classic D&D is played overwhelmingly in Author Stance (or Pawn Stance), not in Actor Stance. The player makes decisions based on the metagame imperative of
beating the dungeon, and character motivations, if they come up at all, are retrofitted in the moment of play to support this. Perhaps sometimes alignment serves a purpose here too.
Conversely, Wises and Circles in Burning Wheel are not mechanics in the second of the two classes, because the main outcome from
remembering X is
the truth of X, and the main outcome from
fulfilling one's hope to meet Y is
the presence, here-and-now, of Y - and neither
the truth of X nor
the presence, here-and-now, of Y flows primarily from the causal powers of the character.
Yet Wises and Circles are quite consistent with Actor Stance, because it does not require thinking beyond the motivations and circumstances of one's character to envisage him/her
remembering something or
hoping to meet someone.
To link this to
@Campbell's point upthread about the "feel" of different mechanics: in OGL Conan there is an option to spend a Fate point to have a convenient chance meeting with a NPC. This is intended to emulate (eg) Zenobia helping Conan to escape in The Hour of the Dragon. I think that Circles is a better mechanic than this OGL Conan one, from the point of view of character inhabitation, because in the OGL Conan case what I do as a player is
decide that a particular NPC will turn up, which clearly is not something my PC can do. Whereas in the case of Circles what I do is
hope that particular NPC will turn up, which clearly
is something my PC and do, and then the dice settle the question of whether or not the hope is satisfied.
The expenditure of a Plot Point during an Action Scene to create a Resource in MHRP/Cortex+ Heroic is intermediate between the two systems - it's a decision the player makes, but is only permitted when the GM rolls a 1 (an Opportunity, in the jargon of the system). I think this puts less pressure on Actor Stance than the OGL Conan approach, but is not as seamless as Circles.
I think it's a huge strength of Burning Wheel to have (i) recognised that the purpose of dice in action declaration is to settle contentious matters in the fiction - where the contention arises from the possible gap between what the character wants and what actually happens, and (ii) to have generalised this beyond circumstances where the character is the main
causal factor to cases like remembering things, and hoping to meet people. Just as sometimes your aim is not reliable, so sometimes neither is your memory; and just as sometimes your hopes for (eg) scaling the wall are dashed, so likewise sometimes are your hopes for finding a secret way out, or having someone turn up ready to help you out!