Right. In the context of authorship, the idea of something as
fitting - given the previously established events in a story, given expectations about trope and genre, given beliefs about what the nature or purpose of human life is, etc - is not about extrapolation from a model.
If you can bear to, consider again the example of the failed ritual to bind the evil spirit into the spellbook. I as GM am obliged at that point, by the rules of the game, to narrate something that occurs in the fiction. From the Scholar's Guide, pp 58, 74
If you knock your opponent down to zero, you win the conflict. However, the more damage your team took, the more you have to compromise with the loser. . . . If the game master wins but took damage, they owe the players a compromise relative to the final total. . . . If the players’ disposition is reduced to zero while their opponent has points remaining, they lose and did not accomplish their intent.
On this occasion, the players' tally was knocked down to zero, while the GM did not take any damage at all!
Page 74 also gives this example: "If you were trying to drive off tomb guardians but lose the conflict, the tomb guardians stand their ground and drive you off instead."
And the Lore Master's Manual (pp110-11) gives the following examples of compromises for a bind conflict:
*Rather than your intended vessel, you bind the spirit to this place or to another, unintended vessel.
*The spirit possesses you or one of your companions.
*You only partially bind the spirit — a remnant flies away free and in terror. One spirit has half of the original spirit’s Nature rating and two Nature descriptors, and the other has half Nature and a single descriptor.
*Part of you becomes trapped in the binding. Lose one wise, trait or Nature descriptor appropriate to the level of compromise.
*You bind the spirit, but a second, unintended spirit follows it unbound.
*Summoning and binding spirits against their will is a transgression against the will of the Lords of Chaos and Law. Breaking this law causes freak events to transpire at the conclusion of the ritual: shutters bang open and closed for a full day and night; bells ring and crack; children spit forth toads and salamanders; newborns come forth with cloven hooves, split tongues or strange markings; the faithful strip off their clothes, cast down the idols of the temple and burn them; rivers flow backwards; rain pours from the heavens for nine days and nine nights.
Are these stating "laws" of the world, or "laws" of storytelling? I'm not even sure the question makes sense, given that the whole point of Torchbearer as a FRPG is to produce events, in play, that are to at least some extent familiar from, or of a piece with, the sorts of things that happen in fantasy stories. (The Torchbearer bibliography includes, inter alia, JRRT, the Earthsea stories, Dunsany, Vance, REH, the Elric stories, and various Germanic folk tales and stories.)
When I had to make the decision, I considered that (1) the players definitely do not accomplish their intent, and (2) the evil spirt owes them no compromise. So I looked through the list, and thought - the spirit
is bound to the spellbook, but takes it into a companion instead, namely Megloss, which only makes sense given that Megloss is Fea-bella's enemy (though one with whom some sort of rapprochement seemed to be developing) and the evil spirt sprang forth from Fea-bella's heart (when her attempt to cast a spell in the lair of a demon failed) and hence would have an affinity for Megloss in proportion to Fea-bella's aversion to him. A bolt of lightning blasting the house seemed a final, fitting capstone, a "freak event . . . at the conclusion of the ritual" that also dramatically framed the PCs into their loss, outside in the rain surrounded by charred tinder while Megloss stands above them sheltering in the surviving half of the house.
On a different day I might have made a different decision. And while I don't claim to be a fantasy author of the stature of JRRT, I think the process here is in the same neighbourhood as the one that you (
@AbdulAlhazred) impute to him.
A quite different mechanical approach to failed rituals is found in Rolemaster Companion III (p 27); here is the relevant portion of the chart:
49-40 - The ritual fails, and all present are blown back 20 ft. All take an "A" Impact critical and lose all spell points for a whole day.
39-30 - The ritual fails, and the casters are badly hurt. They taken an "E" Impact, others a "C". All persons lose all spell poitns for 1d10 days.
29-20 - The ritual fails. All participants take a "C" Impact crticial, lose spell points for 1d100 days, and are knocked out for 1d10 hours.
19-0 - The ritual is perverted The effects of this are up to the GM. Suggestions are given later in this section. In addition, all present take an "A" Electricity critical and lose all spell points for a whole day.
(-01)-(-20) - The ritual is perverted, and all present take a "C" Electricity and an "A" Impact critical. All participants are unable to cast spells for 1d10 days.
(-21)-(-40) - The ritual is perverted. All present take an "E" Electricity critical and a "C" Impact critical. All participants are unconscious for 1d10 hours and lose spell points for 1d10 months.
(-41)-(-100) - The ritual is perverted. All present take an "E" Electricity and an "E" Impact critical and must make an RR vs the level of the ritual or be deprived of all spell points permanently. All are unconscious for 1d10 days.
(-101)-(-200) - The ritual backfires in a spectacular manner, killing all involved instantly.
(-201)-(-300) - The ritual backfires in a blaze of arcane power. The spell effect will radiate out into a mile's radius, causing whatever effects the GM sees as necessary. The souls of all participants are ripped apart. They may be resurrected, but all mental stats will be halved.
(-300)-(-400) - The souls of all participants contribute their Essence to the power of the ritual. The spell effect will radiate for several miles, with a total effective level equal to: (ritual level) + 0.5 x (sum of participants' levels).
(-401) down - The release of arcane power has caused a breach in reality that will call for a god to repair it. The souls of all participants are totally annihilated, along with the surrounding few acres of land. The magical repercussions will be felt by all spell casters within a thousand miles.
The concept of "ritual perversion" actually requires similar GMing decision-making to Torchbearer (eg for summoning/possession rituals, the suggested options for perversion are "The caster may very well be possessed, or the summoned creature might be uncontrolled, or the caster may have called up something of much greater power than intended"). But the use of the chart otherwise permits the GM to disclaim decision-making.
One obvious upshot of the RM approach is to encourage attempts to use failed rituals, with hefty penalties to the roll, as an attempt to blow places up by getting a-401 down result; or just to lure enemies into participating and then killing them or sucking away their spell points by lesser failure results. This is a repeated experience with RM, where rules elements introduced in order to generate genre-appropriate results invite being used in other ways to produce genre inappropriate results, requiring either rules modification (we didn't use the ritual failure chart as written) or gentlemen's agreements (we had a few of those in place too).
An alternative solution, which leads directly to classic "high concept sim" methods, is for all these charts and processes to be gated behind the GM's final veto ("No, you can't use ritual failure as a weapon of mass destruction"). That raises its own issues, though - the GM is no longer disclaiming decision-making.
Under the heading "Baseline Simulationist practice",
Edwards says:
The five elements of role-playing as laid out in my GNS essay [Setting, Situation, Character, System, Colour] are obviously where we start. Modelling them is the ideal. My first point about that is that the model need not be static; dynamic characters and settings, for instance, are perfectly valid Simulationist elements. My second point is that different types of Simulationist play can address very different things, ranging from a focus on characters' most deep-psychology processes, to a focus on the kinetic impact and physiological effects of weapons, to a focus on economic trends and politics, and more. I'll go into this lots more later.
The second point is that the mechanics-emphasis of the modelling system are also highly variable: it can handled strictly verbally (Drama), through the agency of charts and arrows, or through the agency of dice/Fortune mechanics. Any combination of these or anything like them are fine; what matters is that within the system, causality is clear, handled without metagame intrusion and without confusion on anyone's part. That's why it's often referred to as "the engine," and unlike other modes of play, the engine, upon being activated and further employed by players and GM, is expected to be the authoritative motive force for the game to "go."
He goes on to say that
Purist-for-System designs tend to model the same things: differences among scales, situational modifiers, kinetics of all kinds, and so forth. The usual issues surrounding incorporated vs. unincorporated effects, opposed vs. target number mechanics, the interaction of switches and dials, and probability-curvature shape are therefore the main things to distinguish these systems from one another. Compared to other designs, high search and handling times, as well as many points-of-contact [= hte steps of rules-consultation, either in the text or internally, per unit of established imaginary content], are acceptable features.
Modelling is the ideal, but based on my own pretty extensive experience with purist-for-system play, a lot of the time it is less about
modelling and more about
having a procedure that permits the GM to disclaim decision-making. See the comments just above about RM for issues with that.