This happened in my Burning Wheel session yesterday: my PC kidnapped someone and (as part of that success) brought him back to the other PC's workroom; the other PC then did his stuff, and the NPC swooned and lay unconscious in the workroom; then - through a chain of events - my friend declared a
careful action for his PC (gaining a bonus die for working carefully) and this action failed, which - as per the rules for acting carefully - licences a significant time-based complication. Which was that
while you are on the other side of town doing your thing, the NPC in your workroom regains consciousness and escapes.
So my friend is hardly, now, going to declare actions like "I go back to my workroom and speak to my captive", because it is established that his fictional position
does not include
the captive is in your workroom, and
does include
your captive has escaped.
The same would apply in the hypothetical case of the players, having learned that the dirt is in the safe, putting its location at stake and losing. They would know that their fictional position has changed.
I am not saying "what if . . .". I am saying that the procedures and techniques of play, applied in accordance with the principles, will ensure that
actions are not declared which put at stake things that are
impossible due to GM prep.
I mean, I've done this. For years now. It doesn't happen as you are expressing concerns about, because - as a GM - I
actively reveal the fiction in play.
To answer the second question, allowing the players to declare an action -
they are deliberately having their PCs look in the safe, to see if the dirt is in there - while knowing that, in fact, nothing is at stake, is not
actively revealing the town in play. It's reactive, and creates anti-climaxes, and moments of "OK, what do we do now". For a game whose principles are
drive play toward conflict and
escalate, escalate, escalate it is - as I have posted - an error, a type of failure in play.
It's a problem if the goal is to drive towards conflict nd to escalate. Because there has been no driving towards conflict, and no escalation.
the information does not
remain hidden. It is actively revealed.
In play. I come back to the significance of this below. At this point, I simply reiterate that you are saying two things are a bad fit, when I know from my GMing of Prince Valiant, using a broadly similar approach to DitV, that this is not true: that a prepped situation, with secret information, does not create problems for conflict resolution
provided that the GM follows the principles properly.
I don't agree that I am obfuscating.
No one described attack rolls in D&D as a roll to find out whether or not the designated opponent becomes dead. That doesn't accurately describe the process of play.
Describing a Wises check as "an Orc showing up" roll is likewise not an accurate description. The fictional position informs our understanding of what is possible by way of action declaration; and of what will follow if the action declaration succeeds; and of what will happen if the action declaration fails. It doesn't exhaust any of those things, but it contributes crucially to them.
For me, your apparent failure to take fictional position seriously sits in the same space as your apparent failure to take seriously that the GM, in DitV (and many other RPGs)
actively reveals the fiction
in play. The implication of your position, as I see it, is that there are only two possible states: the GM hands over all their notes at the start of the session, so there is literally no secret backstory; or the GM does not do so, and now there is the risk of the collision between stakes and prep that you are posting about. (To me, it also seems highly consonant with the idea that 4e skill challenges are a mere dice rolling exercise - as if there were no fiction that is established and unfolds as a result of the sequence of dice rolls.)
Neither of the possible states that I've set out is the one that DitV advocates. Neither of them is how I GM a scenario in Prince Valiant. Because neither of those states takes seriously the
active revealing of prep
in play - so that what is secret from the players at the start of the session becomes known to the over the course of the session, but not - as it were - by way of a telegram arriving from HQ, but rather by way of the GM presenting the fictional situations, framing checks, narrating consequences, etc. This is the core of RPG play.
The following posts express it wonderfully:
The reason that DitV uses prep, and that AW uses prep, is not to create "facts" that the players must make effort to discover during play. It's to enable the GM to come up with interesting, worthwhile situations that the GM then
actively reveals
in play, so that the players - via their PCs - can engage with, and respond to those situations.
Fictional position doesn't just
exist. As
@AbdulAlhazred says, it gives play its shape and meaning. It establishes the context for, and informs the content of, what is possible for the character to do, and what might happen if a check succeeds or if a check fails.
In my past two Burning Wheel games I have attempted two Circles checks. Both have failed. On the first occasion, Alicia was dying in front of Aedhros, and all this was happening in front of Thurandril Aedhros's father-in-law, whom Aedhros blames for the death of his spouse 39 years ago, and who in turn regards Aedhros as hopeless and beneath him (or, at least, that's how it seems to Aedhros). Aedhros was not going to have someone else in his care die in front of Thurandril, and he looked around the docks desperately hoping that one of the low-lifes he finds himself surrounded by - due to his reputation as
Ill-fate, for himself and others - might turn up now, a necromancer or similar type who knows how to prevent as well as bring on death. The roll failed, and so who turned up instead? Someone from Aedhros's implicit, though as yet-unwritten, past, the Death Artist Thoth. Who carries a lock of hair from Aedhros's dead spouse, and to whom Aedhros had no choice but to submit, carrying the dying Alicia into Thoth's secret workroom. All the while with Thurandril looking on.
In yesterday's session, Aedhros found himself singing the Elven lays to himself, as he does when his mind is elsewhere, and walking past Thurandril's residence in the more up-market part of town, only to be approached by a guard. (Who, rightly, suspected that Aedhros might have been the person who attempted a kidnapping on the city streets earlier the same night.) Aedhros's response was to wonder if any noble Elf would come and help him, and acknowledge that he was in the right. (Circles test with +1D for an affiliation with the Elven Etharchs.)
The test failed, and all that happened was that another guard joined the first, and the two of them took Aedhros into custody.
To characterise these as
Have a necromancer show up or
Have an Elf show up rolls would completely miss (i) the point of what was going on in play, but also (ii) the method in which the tests were framed, obstacles established, and consequences of failure established. That all depends on fictional position; and learning how to incorporate that fictional position both into action declaration and action resolution is a crucial skill for a BW player and even more so a BW GM.
I've made no posts about BitD in this thread. I've not played it, or read it, and only have a general knowledge of its play procedures. I am talking about DitV, Burning Wheel, HeroWars/Quest, Maelstrom Storytelling, Torchbearer 2e, Agon 2e, MHRP, Prince Valiant, and 4e D&D - ie the RPGs that I have mentioned and provided rules text and examples from.
Others who have played BitD can comment on whether or not they agree with you that fictional position is irrelevant.