This is a perfect example of what I'm talking about...
In a thread from a couple months back, I shared an example of my Folk Hero Ranger attempting to avoid the evil Duke's men by taking shelter with the common folk of a town the PCs were in. The Duke's men were hunting the PCs and we knew they were on their way to the town. I used the Folk Hero feature to gain us shelter.
My expectation was that we would avoid an encounter with the Duke's men. The DM instead decided that the Duke's men learned of our presence and surrounded the farmhouse where we were hidden. His reasoning was that my use of the ability let us get a full rest, and so he felt he honored my action. But he still decided a battle was going to happen.
He wasn't specifically trying to undermine my idea... there was no ill intent... but it was unsatisfactory for me because I didn't feel that my choices mattered. His decision was about preserving his plans more than about allowing my choices to meaningfully influence the events of play.
When I say that...
A lot of the MMI examples provided in the thread sound like the player wanting to not only describe their character's attempted action (#2) but also narrate the outcome (#3) and being upset when it doesn't work out how they want it to. The player gets to declare the character's attempt (#2), not narrate the outcome (#3). The referee gets to narrate the outcome (#3), not declare the character's attempt (#2). If the player declares something impossible, the referee should clarify by describing the environment (#1) and give the player another pass at their description of what they want to do (#2). If the player persists in an impossible or consequence-ridden declaration (#2), the referee is perfectly justified in saying it fails or that the character faces the consequences, i.e. narrating the outcome (#3).
The player in this example wanted to both
describe what they wanted to do (#2) and
narrate the outcome (#3), violating the play loop. But when the referee followed the play loop and
narrated the outcome (#3), the player was dissatisfied.
Player: "I want to use my Folk Hero feature to find shelter with the common people (#2)
and successfully hide from the Duke's men thereby avoiding a confrontation (#3)."
Referee: "Okay. You find shelter with the common people. But as the feature explicitly says, 'They will shield you from the law or anyone else searching for you, though
they will not risk their lives for you.' The Evil Duke's men are threatening to massacre the townspeople unless they surrender you, so someone gave you up to save the lives of all the innocent people in the town."
This is also why being explicit rather than implicit about goals when making declarations is a great idea. If the player had said their goal up front, the referee could have the opportunity to clarify the situation and the player could have the opportunity to rethink or rework and restate their declaration. It sounds like a mismatch of (unstated) expectations. In the player's head things should logically play out one way but in the referee's head things logically played out another. That's why you openly communicate your goals as a player up front, so you can talk with the referee about the likelihood of the outcome you're after.
(Sidebar: This is one big reason I love the new background system in the UA. No more arguments about whether Noble is peasant mind control or any of the rest.)
He wasn't specifically trying to undermine my idea... there was no ill intent... but it was unsatisfactory for me because I didn't feel that my choices mattered. His decision was about preserving his plans more than about allowing my choices to meaningfully influence the events of play.
This quote begins with a claim of no ill intent, but ends with the claim that the referee is negating the player's agency to preserve the referee's plans...all because an attempted action did not play out exactly as the player wanted.
Again, the play loop is:
1. The DM describes the environment.
2. The players describe what they want to do.
3. The DM narrates the results of the adventurers' actions.
The player doesn't get to narrate the outcome, the referee does. As above, many of the examples in this thread come down to "the referee didn't let me
narrate the outcome of the thing I wanted to do, so it's MMI." The player gets to
try to hide as their declaration, not declare that they
successfully hide. The success of that attempt is up to the mechanics or the referee. As stated so many times in this thread, that is
the killer app of RPGs. It is
the distinctive feature of RPGs, not a bug. It's
the thing that separates RPGs from video games and boardgames and wargames. But, as mentioned above, it does cut both ways. The players get the benefits of having tactical infinity along with the "drawback" of sometimes not having things always work out exactly how the players want them to.