Time permits continuation, I was looking at the first part of scene-resolution -
And I suggested that
But I could obviously just say that GM makes setting, situation, characters, and goals/stakes transparent to all participants. From Cortex Prime
Scenes are always framed by the GM, which means the GM describes where the scene takes place, which of the PCs is there, and what is going on. We encourage the GM to ask the players leading questions to give them an opportunity to explain why their PC is present, what they’re doing, and so forth. A scene doesn’t need to involve the dice until the back and forth—the GM presenting the situation and the players saying what they’re doing—comes to a point of conflict or decision.
To grasp the nettle, I say that encouraged or otherwise, GM sets it all up by fiat. So that's the initial conditions covered.
Take a look at episode 1 part 2 of Blades in the Dark GM'd by Harper, from around minutes 30 to 40. John calls the end of scene, and over a few minutes the group move into impacts on setting, situation and characters. The work is done by the Payoff mechanics. Again - to grasp the nettle - I simply say that GM calls the end of scene and says whether it was successful or not ("finality of resolution at the endpoint"). GM may follow mechanics and guidelines, or their own judgement, for impacts; but they make sure that they cover off the goals/stakes they declared up front, as well as impacts on setting, situation and characters. An example is that GM says the score is successful and following the Payoff mechanic determines that the crew earns 2 rep. To grasp that nettle
firmly, none of this considers player goals, the shell-like ears of GM are deaf to their intentions.
Again I'll pause here, before getting onto the third part. Recollect that the only question being addressed is if all closed scene-resolution is conflict-resolution.
1) You're working off of a definition of "Fiat" when it comes to TTRPGs that isn't helpful to understanding how play is differentiated by various forms of systemization. All GM decision-making isn't "Fiat." When it comes to GM decision-making, there are systemitized constraints, systemitized-directives, and systemitized-incentives and whether you can opt-out of any/all of them at GM discretion. A game like Dogs in the Vineyard (for instance) will tell you "do this", "don't do that", "when you do this other thing then this rewarding thing will occur", and "if you don't do this thing, then this punishing thing will occur." The combination of these things curate a GM's decision-space away from subset of choices and approaches and toward a different subset of choices and approaches. Further, these things are not opt-in/out at GM discretion.
Actual GM Fiat does not have these distinguishing characteristics. Instead of system, only the GM curates their decision-space. Further still, overwhelmingly, choices and approaches or subsets of them are almost entirely (or entirely) opt-in/out at GM discretion. Such a game might, contra to DitV, do none or few of those 4 things in the paragraph above and/or they might simultaneously tell the GM "feel free to opt-out or opt-in to any/all of these as play unfolds and as your instincts/discretion take you."
What purpose does obliterating the distinctions of these things and their impacts (on the cognitive space of the GM, on the cognitive space of the players who are playing a game governed by one vs the other, on the experience play at both the moment-to-moment level and at session-level) serve? I can't fathom any good reason why one would do this?
GM framing of situation (establishing initial conditions) in a closed scene resolution game is not Fiat. The inputs and choices made in framing are systemically constrained and informed (both the mechanics and the components of play that inform the constituent parts of the framing) and the GM doesn't just get to opt-in/out of their system-directed job at their discretion.
2) I'm not going to watch a Blades in the Dark video. I probably watched it in 2017 or whatever and by this point I've probably GMed more Blades in the Dark than almost anybody in the world not named Jon Harper (and I might even be able to give him a run for his money in terms of total hours GMed in the game).
Blades in the Dark isn't a closed scene resolution game. Blades in the Dark absolutely features various conflict resolution tech (Clocks in particular), but its not a closed scene resolution game like Dogs or several other games. It is a snowballing resolution game which features an abundance of conflict resolution and other tech.
3) I have no idea what you're meaning with:
To grasp that nettle firmly, none of this considers player goals, the shell-like ears of GM are deaf to their intentions.
And I don't see how it interacts with what is happening in closed scene resolution. We're wandering wildly at this point and I'm about to press the "this conversation has 0 % chance to achieve any functional ends" button.
If I had to wager a guess, I think you might be doing one of two things or both:
1) Considering "goals" either (a) too much in isolation or (b) too globally or (c) entirely out of context of the particular game in question. Again, we're now careening wildly away from the very specific conversation of goals/stakes in closed scene resolution (which is a form of conflict resolution...and after we have that fully canvassed, we can discuss other forms of conflict resolution and nail down "what these various forms of resolution share and what they do not share"). But, I'll humor this:
"Goals" at the Score level (which, again isn't closed scene resolution) are 100 % player-derived. They want to do this Score vs that Score and their thinking is invested with all of (i) individual PC protagonism (personal motivations and goals) and (ii) Crew protagonism (collective motivations and goals):
* Take out my Rival.
* Protect our Friend/Contact.
* Gain allies or help our current allies.
* Hit our enemy where it hurts/while they're weak.
* Hit our enemy in such a way that achieves misdirection and pits two of our enemies against each other.
* Gain this Claim or open up this other Claim on the Map for later.
* Prevent this Faction/Setting Clock from going off.
* Earn this beefy Payoff.
* Remove this amount of Heat/Wanted Level.
On and on and on.
These Goals inform both the general shape of the menu of prospective Scores that players mull and then inform the specific one they choose from their derived subset.
2) Confusing what Payoff is. Payoff is a part of the rewards/upkeep/maintenance phase of play after "the goal cake has already been baked." Its "the receipts." You get your Rep, your Coin, and we discuss if a district Crime Boss in play and what the fiction is for that and whether they pay them off or whether they suck it up and we start a clock for your comeupance. This is all principally constrained/guided and systemitzed and, again, has nothing to do with player goals (because the goals led us here in the first place).
Maybe this is not going to work. This conversation is looking like some collection "wandering through the corridors of our mind meets a spray of conceptions/priors" rather than focusing on very specific game tech, nailing down exactly what that thing is/does and then working outward from there to nail down "what other forms of conflict resolution are" and "how this diverges from task resolution."
Let me say this as straight-forward as I can.
I 100 % know that task resolution and conflict resolution are not only not the same things, but, phylogentic tree-wise, their common ancestor is sufficiently far apart that they're only superficially recognizable as even linked. Further, GM Fiat is not the same thing as systemically constrained and systemically-directed, GM decision-making. Right now, it feels like the work that we're putting in is coming from a position of obliterating the significant differences in these things and the methodology of attempting to prove the lack of differentiating characteristics is a winding conversation that is pulling random anecdotes from all over the place in a "look at this thing"..."ok, what about this other thing"..."ok, what about this" "ok look at this <thing I think is a smoking gun>."
I'm desperately trying to focus like a laser beam on core concepts of closed scene resolution and we're suddenly talking about Blades in the Dark (which doesn't feature it) and what appears to be either "goals at a global level" or "Payoff not directly indexing goals (which Payoff does, in fact, index goals insofar as "Payoff is the reward phase of Downtime where the receipts of prior evinced and recently actualized goals are materially rewarded via system-directed procedure."
I'm just going to say that I'm not doing another one of these.
I'll monitor this thread for focused, specific engagement on the core concepts of closed scene resolution. But that is the only thing I'm going to respond to. If I don't see that, then so be it. This isn't a conversation that we need to have (or needs to be had at all).