FWIW, I'm not sure if this discussion about backgrounds will have much value going forward. It does seem that WotC is going to drop these sort of background features. But the reason is probably not necessarily for the reasons that you dislike them. I seem to recall a number of statements by WotC that when it comes to One D&D, they are trying to move away from "Mother May I" character features. Some of the background features, such as the Noble's background in question, can entail "Mother May I," as we are seeing in this discussion.
Yeah, this does seem likely. I stopped paying any attention to the playtests a while back, but that much seemed clear even very early on. I hope they're replaced with more clearly worded versions... perhaps feats of some sort, which people seem to allow to work as expected without much DM interpretation.
Yeah, it's that specific thing, the "will you get any use at all out of this feature? Find out next time, on Dungeon Master Z!" I see far too much effort put into giving reasons why things players might try to do definitely can't work, and very,
very little effort into trying to find a way so that it
can work, or at least to meet in the middle on stuff.
I hear, very, very frequently, people complain about how terrible players are. That they will cheat, swindle, exploit, blatantly twist wording, ride roughshod no matter what, etc. Essentially, that
every player should be presumed to play in bad faith. That you absolutely
must have the Hobbesian strong, central authority who can suppress the
bellum omnium contra omnes long enough to permit an actually enjoyable game to occur. And under those lights, these folks claim they are perfectly justified in shutting down basically anything players seek, with or without reason--because shutting folks down is cutting off such exploitation in advance, implicitly.
My point is "failure" isn't some kind of end state that stops everything cold and everyone goes home - generally the game continues.
You're not even disagreeing with me, we're BOTH saying failure happens and then things move on.
The problem comes in when that does happen...which is why PbtA advocates "fail forward," so things DO actually move on and don't just sit there spinning wheels because nothing can happen until the players stop failing at something. This also highlights exactly why high lethality is an issue for a lot of players. It feels, to us, like a failure which
cannot be continued. Everything stops cold because, y'know, you're
dead.