AbdulAlhazred
Legend
But this is a complete parody of how actual narrativist games work. Its nothing like that in terms of GAME, for example. So, yes, in BitD a character could come to a locked door in the middle of an adventure and spend stress and loadout to describe a flashback in which they played out an attempt to get a key for this door which they have anticipated (an informant told them, their locksmith friend gave them inside info, etc.). They will also have to pay, as in Acquire an Asset, for the key itself, locksmiths don't work for free. These resources must be balanced against other possible uses, which may well mean that it is a better idea to just try to pick the danged lock! Also, even if you try to get a key, you might fail, or the key might not work, etc. There's no 'freebie' here, the player cannot simply walk around manipulating the fiction to be whatever they want, that's bulls**t.Your examples are all from a traditional, classic game: The DM has all the power but allows the players freedom to do things.
This is not what the pro agency, anti-railroad types are talking about. They want the players to have more power then the DM. The players can alter the game reality on a whim and he DM must go along with whatever they say. For example:
*The character comes to a locked door. The player just says "Oh my character knows a guy that makes keys", then the game reality is altered and the character has the key to open the locked door. And the DM just nods and says "yes, player".
*The DM must sit there an do nothing, unless allowed to act by something the player does with their character. The DM can't even just do anything. Only if a player has a character knowingly walking into Dark Dead Alley, can the DM have a wererat jump out and attack by (not) surprise.
*At the players whim, they can just say "the leader of the goblins is a beholder", and game reality is alter to make it so. the DM must never just "make stuff up", and should the DM have lots of written notes describing the goblin tribe and it's vampire goblin leader, the DM must throw all of that out and do whatever the player says, "yes, player".
Nor does every narrativist game work this way, AT ALL, BitD is a particular game in which you can, by constructing plausible fiction and spending resources, potentially do that. In PbtA games there is NOTHING LIKE THIS AT ALL. I mean, I could maybe go up to a door and say "I'm trying to get through this locked door", but if I have no move which that triggers, its purely up to the GM, she can simply say "well, its locked, you cannot go through" and that's it! Or they might say "Ok, someone left the door unlocked" or "Earlier you noticed one of Jed's men drop a key, it fits this door." A lot of things COULD happen. Maybe in DW you are the thief and have a move for picking locks.