Of course it is. By selecting the Rogue class at level 1 in D&D, I am explicitly agreeing that until I gain at least 1 and possibly multiple additional levels, I can no longer declare as valid fiction, "I lay my hands on the injured warrior and divinely heal his wounds," "I cast magic missle," and "I hew the bugbear in half with my two-handed greataxe."
Of course you are. That's not the relevant part to what I'm saying, though.
The rule itself is not saying that you the player are the one who can declare fiction, though. The rule simply says that a PC can only have 1 class at level 1. It applies equally to both players and DMs creating NPCs with PC levels. There is no inherent distinction in that rule about who dictates the fiction. That rule is not about
WHO declares what is happening in the fiction. It's simply a tool with no statement about who uses it to declare fiction. It's neutral.
An example of a rule that states who declares what is happening in the fiction can be found on page 174 of the DMG.
"For every ability check,
the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class."
If a rule does not dictate who decides, it is not a rule about who specifically is declaring what is happening in the fiction.
I can see, perhaps, that what you're getting at is that there are no explicit rules surrounding how does my level 1 Rogue end up in a fictional position at all to declare either a correct or incorrect action declaration?
Well sure. Because unless explicitly stated in the rules, it is an assumed, unwritten rule that GMs control most of the broader framing. Which is why when a system goes out of its way to call out or modify that long held, unwritten rule, it is perceived as unusual.
It's written, at least in D&D, as Rule 0. I think why it's viewed as unusual in some other systems by some people is that D&D was first and that colors the views of people who started with D&D. I don't think a group who starts with one of those newer systems would view it as unusual.
Who and what determines if the level 1 Rogue's player is allowed to declare, "I walk into the village of Ardun and speak to the chief of militia"?
All of it is based on agreed "truthy" states in the fiction.
- The character is capable of walking.
- The village of Ardun is physically present in the fiction. (I.e., it hasn't been sucked into an Abyssal vortex and removed from the material plane.)
- The distance to Ardun is reasonable within context. (If Ardun is 3,000 km away, it's a bit presumptuous to declare you walk there without intervening happenings.)
- There are no other external factors preventing foot travel (weather, rock slides, presence of a 5,000 troop army besieging the village).
- There's a person in the village with the title or equivalent of chief militia officer.
- The chief militia officer can be sought and found upon arrival.
- The chief militia officer has any desire to speak to the character.
In some systems the GM has assumed, unilateral authority to dispute the "truthiness" of any of those claims. In the case of many PbtA games, depending on context and how a player move was just resolved, the GM may have zero authority to dispute those declarations.
In D&D it's spelled out clearer than that.
The How to Play rules on page 6 state that...
1) The DM describes the environment. This includes the village of Ardun and the existence of the chief militia officer.
2) The players describe what they want to do. This would be when the player declares, "I walk into the village of Ardun and speak to the chief of militia."
3) The DM narrates the result of the adventurers' actions. This is when the DM determines(presumably via rules, notes and/or whatever else) whether the chief militia officer wants to talk to the PCs. This is also the beginning of the new step 1 as the environment has changed slightly with the narration.
Then the process repeats with steps 2 and 3. Over and over and over.
Which rules come into play on the side of the player and/or DM(if any) will vary with each repetition of the play process. Some rules will be player facing(declaration of PC actions) and be about how the players are the ones that are determining what happens in the fiction. Some will be DM facing, such as the DC rules and will be about how the DM is the one who is determining what happens in the fiction. The vast majority of rules, though, are PC/DM neutral and are not about who determines what is happening in the fiction, but rather are used to help figure out how the few other rules that
are about who is determining what is happening in the fiction are resolved.
For example. The rule about the player declaring what his PC does is enacted by the player to affect the fiction by saying, "I walk over and try to climb up the back of the building to get onto the roof." The rule about the DM deciding DCs is enacted by the DM to affect the fiction by the DM saying, "Okay, it will be a DC 15 climb check." The rule that allowed the player pick proficiency in athletics was neutral about who decides what in the fiction, but is consulted to help figure out the resolution.
Hopefully that makes what I'm saying a bit clearer.
