I don't understand what issue you think I am evading.I think you are evading the issue. Yes, a conflict resolution game could be constructed in such a way that it mitigates the issue, by simply avoiding the use of conflict resolution to answer the sort of questions that would lead to this sort of a complication. But considering that the safe opening which definitely is prone to this conundrum was your example, I doubt they consistently are built this way. Furthermore, mysteries often are about people.
The safe opening is Vincent Baker's example. He discusses it through the lens of both task- and conflict-resolution, here. You can read it for yourself if you like - it's a short blog entry, the fourth as one scrolls down the page.
If you are asserting: if (i) what is at stake in the safe scene is finding dirt, and (ii) the cracking of the safe is being resolved via conflict resolution, then (iii) it cannot be the case that prior fiction establishes that no dirt is in the safe, then yes, that is correct. Self-evidently so, I would think.
Hence why, upthread, in reply to you, I posted this:
The post of yours that I expressed doubt about finished like this:If the player is declaring an action to look for documents in the safe, and there is (somehow-or-other) fiction that establishes there are no documents there, then something has gone wrong, because the player thinks something is at stake - "Can I get the documents from the safe" - when it fact the answer (no) is already settled.
The second sentence seems obviously true, as @Campbell already posted several pages ago (post 741).I feel conflict resolution and no/low myth go logically together. I also feel task resolution makes most sense in a situation where the game has objectivish fictional reality that the players are prodding.
The first sentence doesn't seem true to me. No myth can be combined with task resolution - the upshot will be largely GM-driven play, of the sort that Lewis Pulsipher lamented as "the GM telling a novel to the players" in his essays on D&D around 40 to 45 years ago. I've GMed and played in this sort of mode. (Though not for about 25+ years.)
And conflict resolution, as I've posted, doesn't require no myth. For instance, and with reference to earlier in this post, there are techniques for avoiding things going wrong, by ensuring (iii), other than no myth.