Not to me but IMO.
1. Mechanically a failed roll caused the consequences (if you had fully succeeded there would have been no consequences).
2. Mechanical failure of an action normally corresponds to a fictional failure of that action, even in a game like BitD, but sometimes in BitD mechanical failure doesn't correspond to a fictional failure of the action. Example: skirmish action -> failed roll -> consequence -> add clock tick -> clock is now full -> demon is summoned by the cultists and arrives on the scene. In this case mechanical consequence is ultimately the Demon arrives on the scene but there that wasn't a fictional consequence for failing your skrimish attempt in the fiction. In fictional terms, it just didn't work and then a demon arrived.
Now for fun imagine a game that only used such mechanical consequences without corresponding fictional consequences. Most people would be very confused with why the mechanical consequence and ficitonal consequences weren't aligning.
the TLDR version - mechanical consequences are typically linked to fictional consequences - even if they aren't always. That's why people tend to expect to be able to view it that way.
For sure.
But what you're describing (and what
@Thomas Shey is depicting upthread...and what I've described in the past) is just organizing and associating information in the brain and then growing accustomed to this organization and association (Operant Conditioning). Because we know that neither the inputs to the fiction nor the outputs that generate the fiction are real...can we not just...cast off this mental model?
It takes a confrontation...but shouldn't we just be able to perform the necessaries of the confrontation and liberate ourselves from that mental model (if we so choose)? And maybe there are tools that can help us do that. Tools like the frank, table-facing conversation and game technology of Blades in the Dark:
* Position foregrounds Threat.
* Consequences realize that Threat.
* Resistance actively mitigates the realization of that Threat.
* Stress regulates the capacity for Resistance.
Direct confrontation with what is happening when we play TTRPGs + that loop depicted above should help deal with the troubles inherent to the cognitive arrangement you and Thomas Shey are referring to.
So to put it all together (using your example above), the conversation and resolution at the table might look like this. I'm just going to use the character name in my existing Blades game I'm GMing.
GM: The "Demon Summoned" Clock is at 4/6 Ticks. The Dimmer Sister sorceress is nearly finishing her incantation. Her "Arcane Shields" are also at 4/6. You're not positioned to strike her down because her hired blade is between you and her.
Her man-at-arms is pounding away at your blade and your posture, attempting to drive you back to prevent you from getting to her. His "Guard (0/4 tick clock)" is fully unbroken + he has heavy armor (need Great Effect to bypass). Its abundantly clear in your testing exchanges with him that it will take too long to dispatch him. She'll finish her casting and the demon will be here. You can just suck up the 1 Harm (he's a Risky Consequence), or maybe Resist or spend Loadout to use Armor (either of which would reduce the 1 Harm to nothing) to mitigate that, and then Resist the "Driven Back" Complication (the other part of the Risky Consequence when dealing with him alone).
Alternatively, you can make an Action Roll to try to beat him back with ferocity or bladework or maybe deft footwork to circle around...whatever, in order to get in blade reach of her to make another move to finish off her shields and slay her outright? She has Tier on you so Limited Effect. But your
Ghost Fighter gives you Potency vs her "Arcane Shields" (supernatural) so we're back to Standard. You're +Quality in Weapons and your Hand Weapon is Fine so that is +2 Quality. You're at Great + 1 Ticks worth of Effect. If you can get there, you can easily go through those shields and slay her in one stroke with any success....but you've gotta get there.
Or you can do something else? Maybe set someone else up? Can anybody set up Takeo? What is the play here? We're down to the wire. Energy is pouring out of the Ghost Field in the form of the Demon's Element; Frost. Even at distance, the room is chilling and you can see your breath.
<After a brief conversation between the players of options>
Takeo (Player): You know what. No. I'm going to Push and use
Not to Be Trifled With. This lets me ignore the impacts on Effect of the Scale of a small gang, perform a feat of superhuman force (like overpowering him and his positional advantage to protect her) and the +1d. If I use that, can I get both of them with my Effect? Can I just batter through his Guard, force him back into her and finish her off? So my Effect applies to both of them? His Guard Clock and her Arcane Shields?
GM: Absolutely! You'll need 2 ticks for the rest of her Arcane Shields clock and 1 left over to slay her. As mentioned above you're at Great +1 Ticks worth of Effect vs her. You'd typically need +1 worth of Effect to negate him driving you back and creating distance between you and she, but that is covered by
Not to Be Trifled With. And your Potency from Ghost Fighter doesn't apply to him so you're sitting at Great Effect vs him. So that is all 3 Ticks toward Break Guard (you don't have to spend 1 tick worth of Effect to bypass him driving you back because of NtBTW) on him and 2 Ticks to destroy her Arcane Shields with Ghost Fighter and 1 tick to slay her (with 1 tick of Effect left over). You're going to be at Desperate Position by bringing the two of them into play here along with the freezing elemental impacts of the summoning so you can't trade Position for Effect here.
If you hit a Consequence, you'll get through him, but I'm going to spend 1 Tick worth of that (total of 3 for Desperate Position) to Reduce Effect. He's clearly committed his life to protecting her and is more than capable of the task. That Reduced Effect will only do work against his Break Guard Clock though, because you're already on top of her with
Not to Be Trifled With's superhuman force and you'll still have enough Effect (3 vs her) to finish off her Arcane Shields and slay her even with Reduced Effect. The other 2 Ticks worth of Consequence will be your blade freezing and shattering. The Demon's arctic blast will absolutely assail your blade when you get that close, destabilizing its structure and shattering it into a dozen or more shards. You won't have it for the rest of the Score and you'll have to spend a Downtime Activity to reacquire that playbook Loadout.
Takeo (Player): Ok, I'll deal with that if it comes to it. Man...I can't get the necessary Effect to slay both of them outright. Alright. My feat of supernatural force from
Not to be Trifled With gets me by him and I'll spend my Effect (3 vs him as Great) to Break His Guard. I'll finish him off after I deal with her. I'm going right through him with supernatural physical force, bladework, and footwork. Then I'm mincing her Arcane Shields and slaying her.
<we do all the calcs to generate Position and Effect...Desperate : Great +1 Ticks worth Effect vs her and Desperate : Great vs him>
Skirmish is 3 Dots +1d from Pushing = 4d. Here goes!
5! Success with Consequence.
Alright, so I slam through the man-at-arms with superhuman bladework ferocity and nimble circling to close the distance between her thanks to
Not to Be Trifled With. The 3 Effect will Break his Guard, but he's so devoted and so capable in a duel that he limits that. I'll just "eat" that Reduced Effect. Not going to risk the Stress Resisting that Complication and I don't need all 4 ticks worth of Effect to slay her. So we're at 2/4 on Break Guard against him instead of 3. Her Arcane Shields are sundered by my supernatural blade and I finish her with a flurry after that (3 Effect after the Reduced Effect).
But the arctic blast from the nearly summoned Frost Demon on my blade...what about this? I make sure I get the worst of it. I carefully shield my blade from the arctic blast. One clean swipe and I reposition so body intercedes to protect my blade. Can I turn that "Shattered Blade" into 2 Harm (Frozen Sword Arm) instead with like a Protect Action?
GM: Absolutely.
Takeo: Alright cool. Then I'm going Resist that. This is about physically imposing myself. Its about footwork, reflexes, grit. So Prowess Resist. The arctic blast as a source is Supernatural right <yes>. Ok so our Crew Advance
Annointed (+1d Resist vs Supernatural Threats) would apply here. Ok, 4d6 Resist. Got a 5 so 1 Stress and I've got 1 Harm. Lets call it Numb Blade Hand so I'll have Less Effect fighting (and anything else with that hand...climbing and stuff) until I can resolve that 1 Harm. But she's dead! Demon Summoning averted! And he's got 1 Tick on his Break Guard Clock!
GM: <Formalizes the change of fiction/situation and attendant gamesetate>
Why couldn't someone like we're depicting above, "rewire" their cognitive model to onboard that whole deal above? In the actual play, that all
feels very
connected. It
feels organic (to use another word that people like to use to deride this sort of play). Why is it such a stretch to just "let go" of that exclusive mental model (you can pivot back to it in another game if you'd like) and onboard the above? It is certainly thematic, dynamic, and intense and requires a lot of skillful management of both (a) the fiction and (b) several discrete and interlocking pieces of game tech/resources!
@Pedantic , just mentioning you here so you can have a look at the above (because it is unclear to me what was going on under the hood and at the table-facing level of the Blades 1-shot you played...this is what it should look like).
EDIT - Fixed hypothetical example for
Not to Be Trifled With rider.