The "consequence" the player "risks" was the ground state they began from, i.e. not knowing. Thus they can only gain from this.
<snip>
I'm not sure I understand what this means. In most games things that were hitherto unknown to the characters and to the players can de revealed.
These are related.
I prefer a method of action resolution in which the player either succeeds, or is set back to some extent. There are different technical ways of doing this - eg the AW soft/hard move approach; the BW "intent + task" + "say 'yes' or roll the dice" approach; the 4e skill challenge approach - but they are all similar in their core: if the players declare an action, and the dice are rolled, then either the player gets what they want for their PC, or else their situation is set back in some fashion (or perhaps both).
Connected to this approach is the notion that
revealing the hitherto unknown, where that is a setback for the character (eg they are being ambushed), is a possible consequence of a failed check. If the GM is framing but is not bringing home a consequence as per the procedures of play, then the GM makes a "soft" move - they suggest or point to a possible consequence as being at stake, but don't bring it home. This provokes/instigates some sort of response from the player.
In most games they don't. Characters will bring their own themes and their actions influence what's at stake.
This goes to what I said upthread: you can assert all day and all night that there is no difference between - on the one hand - what the 2nd ed DMG set out, with its Orc-seeming Ogres, its doppelganger "prisoners", and its mysterious dust cloud that the players have their PCs observe until the GM reveals what it is, or what the 3E DMG advises with its GM-authored fetch quests, and - on the other hand - the sort of play that is set out in Apocalypse World, or Sorcerer, or Burning Wheel, or HeroWars/Quest.
But
@Micah Sweet can tell the difference. And I can tell the difference. I have played with GMs who used the approaches set out in those DMGs. These are GM-controlled games: the GM establishes what is at stake, establishes what matters in any given scene and in any moment of resolution, establishes the consequences of success as well as of failure, and uses off-screen fiction to which only they have access in doing all of the preceding.
They succeed at a task they didn't initiate. That was anathema to you earlier.
I've not used the word "task" at all (other than in the compound "intent + task" just above). I've talked about action declarations. I have also consistently referred to saving throws - but saving throws are against a
consequence. And as I've said,
ignorance is not a consequence; so why do I need to save against it? If I want my PC to remain ignorant, why is that not my prerogative?
Because that's not how knowing works. If the person happens to know what that statue is, then that recollection happens involuntarily when they see it.
The GM has already decided that knowledge of this thing is not common knowledge, as they have decided not to tell the table about it. So why, then, am I not allowed to decide that my PC doesn't recognise or recall this thing? What happened to me being in charge of what my PC thinks and believes?
because we don't want to waste time the player separate asking "do I recognise it?" for every bloody object or detail the GM mentions, when the GM could just tell them whether they do, either mediated via a roll or not.
Well this brings us full circle. The GM can describe things. The players can declare actions. But neither the idea of "save vs ignorance", nor of the GM declaring an action (an attempt to remember) for my PC, is something that I want in a game. To me, it smacks of the sort of GM control over parcelling out information that
@hawkeyefan first mentioned many pages upthread.
And just to be clear: I can
conceive of the notion that some sentences in the GM's notes have a number next to then, with that number telling us the % chance (either universally, or character-relativised via a knowledge-check system) that any given player gets to be told that sentence. I can even conceive of this being generalised to every sentence (perhaps with a convention that no notation means a uniform 100% chance, or "common knowledge"). What I'm saying is that this has ZERO appeal to me. And this is for the reason that
@hawkeyefan was the first to set out in this thread.