Not quite.
My point is that games teach players to expect to know the repercussions of decisions. Rpgs for all their differences are still games. And large swaths of play are very strongly governed by rules that tables expect to be followed. If a dm turns a hit into a miss, most people would have pretty strong opinions about that.
Additionally lots of rpgs allow for stronger player declarations. If the player succeeds on something the expectation of the game is that the gm will never subvert that success.
Sure. But we're not talking about things explicitly covered by the rules. Which is the problem. We're talking about situations where the referee has to make a call and players being upset by those calls. Some players want the referee to not have the authority to make those calls because they might make a call the player doesn't like. Some want the rules to cover everything. Either way, you're ripping the heart and soul out of the genre. A live person at the table able to make those calls is the killer app of RPGs.
I mean you could even turn the whole thing around. It sounds like despite the game explicitly giving the referee the authority, the referee must say things in exactly the right order, in exactly the right way, or the players get mad. Mothers May I Run the Game?
One of the best dm tips I ever read was in an old module. I cannot remember which one now. But the advice was, “so long as the players come up with something that resembles a plan, it succeeds”.
If that's cool advice to you, awesome. Everything the players come up with just succeeds? Sounds incredibly boring to me.
I prefer advice from more recent games like PbtA. Take Masks as an example.
From Be a Fan of the PCs: "When you’re saying what happens next, think about it from the perspective of a fan. What would you want to see next? Would you really want to see the Protégé, an incredibly adept fighter, look like a clumsy fool? Would you really like to see the Transformed just be accepted instantly and loved, without any trials or tribulations?
Being a fan means both that you want the PCs to be awesome, and that you want to see them pressed. They go together! Putting pressure on the PCs means they have the chance to be awesome. But it means you won’t want to see them made chumps, or look incompetent, or anything similar. Ruining the core conceits of a character, or taking away what makes them cool—that’s the epitome of not being a fan."
The only way for the PCs to get to look cool and be awesome is to face challenges. If they just succeed at everything they suggest, there's no obstacles, no tension, no drama, hell...no story. They just win. Then they just wins some more. Huzzah. Nah. I'm good without that. Being handed victory is boring, earning victory is exciting. But to be able to earn it you have to have risk of failure.
I’m not upset, I’m saying if you want to level a critique at how I play, or at my expectations of play, have the courtesy to do so directly to me.
Fair.
Honest question: what would be the reason to not narrate these things and prompt the players to declare some actions? The only reason I can see would be to maintain the GM’s idea about what’s going to happen.
If there's no way for the characters to know what's happening, there's no reason to tell the players. It's as simple as that. I get that in this exact instance you know this is what happened because you say the referee in question explicitly told you after the fact. Sure. That time. But a lot of referees would do exactly the same thing for a whole host of other reasons. Top of my list: the players shouldn't metagame any more than absolutely necessary to continue the game, so if the characters don't or can't know something, the players don't get to know it either.
Put another way…why hide the game from the players?
Because focusing on the game prevents immersion and roleplaying. The more the game is hiding in the background, the better. I love me some indie games, but I can't play Fate because it requires constantly checking in with the game and interacting with the system takes awhile depending on what you're doing. I want to get into the character, into the world, into the drama of it all. I don't want to constantly get pulled out of that with game system. At least with 5E anything outside of combat is pure conversation or one skill check at most. We talk, the referee asks for a roll, I make it, and we're back in the world. Quick and easy. Stopping the conversation and roleplaying to talk through the mechanics is tedious and dull. Hashing out all the potential futures of some decision is equally dull and tedious. Make a call, throw the dice, see what happens. Play to find out, not play to win.