What the two different approaches in the OP to the alarm type spell exemplify is differing level of abstraction. Torchbearer seems to abstract several elements that in D&D would depend on fictional position.
Now what level of abstraction for given matter is desirable is very much a matter of taste. All games of course abstract a lot of things, and couldn't function otherwise. But abstraction also elides details some people might feel should matter. Like in D&D it would probably matter whether the enemy encountering the alarm spell would be a brutish ogre or a magehunter that is an expert on magical countermeasures. Would it matter in Torchbearer? I don't know, but some such omissions are always made with abstractions.
I don't think the difference is particularly one of abstraction.
I mean, what does Torchbearer 2e treat as "abstract", in this context, that D&D doesn't?
Suppose that the Alarm spell said, as AoE, "one campsite" or "one resting party"; and suppose it said, as its duration, "until camp is broken" or "until the party finishes its rest"; then some of the difference that the OP points to would be removed, but those changes wouldn't make Alarm more abstract. Just like Aetherial Premonition, it would be a concrete magic alarm conjured up by the spellcaster.
Also, to add to what
@Campbell posted, Alarm does not depend more on fictional position. Whether the assassin attacks from outside or from within 20'; or at 7 hours and 59 minutes or rather at 8 hours and 1 minute; are not matters of fictional position - at least in any game I've heard of. The GM simply stipulates - using whatever process or heuristic they use - what the circumstances are. That stipulation establishes some fictional position for the players (and their PCs); but doesn't depend on any fictional position of the GM's.
My objection has to do with the deployment of randomness, because the when and how it's used in a design is significant to the outcome. I used the card game scenario because I think the particular approach (controlled randomness of available resources, mitigated by planning for specific matchups) is a good analog for the kind of gameplay Alarm encourages in D&D. Generally, I object to randomness playing a significant role in determining resolution, vs. determining board state going into the situation.
As I posted upthread, I've done a lot of GMing of situations in which effects analogous to Alarm have been used (namely, Rolemaster's Waiting Illusions). From memory, the trigger distance is 10' about the point of casting (rather than a 20' cube) and the duration is 24 hours (rather than 8 hours), and the triggered effect is always sensory, rather than the "mental ping", but otherwise it is the same.
And I can report from that experience that the analogy of
board state or
a hand of cards (say, Alarm to negate Hunter), is not apt. There is no boardstate that tells the GM the relevant facts about times, distances, NPC capabilities, etc. Can the enemy learn that the PCs are in such-and-such a building? There is no board state that tells us how many of the people on the city street might have noticed the PCs, which building they went into, that they haven't come out, etc. Can the enemy acquire such information within a certain time? Having learned it, can they spot or hear the PCs within the building but without having to come within 10'? That last one might depend on a Perception check - what is the NPC's Perception bonus?
There are so many points at which decisions have to be made, that affect the outcome or the range of possible outcomes, that I simply cannot see the comparison to hands of cards.
This is the usual no-true-simulation version of the No True Scotsman argument, which, much like you have given up trying to break out into its component parts, I have no real patience for at this point. Until a better simulative technology than a human making up the world comes along, I'll continue to use the one we have. The gameplay enabled by a player interacting with the wide array of possibilities that can spin out from an unbounded board is too valuable and interesting to toss out with the resulting shortcomings.
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This is what I mean by "simulated opposition." The GM takes on the role of the opposition, attempting to limit their interaction with the gamestate to the same tools available to a PC.
I don't hold to the idea that roleplay is a form of simulation and so I agree with your dismissal of the unicorn. Or it is a form of simulation but more doesn't mean better.
Here, I am with
@thefutilist,
@Manbearcat and
@AbdulAlhazred. It's not about "no true Scotsman". It's about the actual reality of what is going on in these gameplay situations. What you are calling a "simulative technology" is simply
imagining. And as a GM I can imagine that the assassin is extremely perceptive (say, +80 on Perception checks) or only moderately perceptive (say, +40 on Perception checks). That they are still hungover from their recent revelry (-10 on all checks) or that they are stone-cold sober. That they are impatient (and so take the first shot they can get, even if it suffers a range penalty) or that they are ruthlessly patient (which, on this occasion, counts against them because it means that they sneak up close enough to trigger the warning effect).
And of course there are many, many other factors that are relevant to the resolution one way or another that I might imagine.
As I posted upthread, when I GMed Rolemaster one way I would disclaim responsibility in respect of these matters was to establish probabilities and roll dice. The natural upshot of doing this enough is some version of a Camp Event roll modified by various overarching considerations.
The alternative is to retain the various elements of GM fiat. Which will, I think, push game play towards a different sort of experience. But not a more
simulative one.
In competitive games, including solo games like crosswords, you're testing a specific skill or variety of skills. In the case of a crossword someone has constructed a puzzle but it's not enough that it just be hard A good crossword, even at the highest level, has to reveal itself as hard and fair. Such that if you fail and someone explains why you failed, you can slap your forehead 'doh, of course.'
<snip>
The best analogue I can come up with when describing pure fiat based resolution is figure skating. Competitive figure skating does exist. It does show skill. It does depend on impressing the judges and part of the skill of winning is knowing how to do that. Challenge based fiatists I've spoken to have been open about that. That knowing the DM and how they work is something you can use to your advantage.
<snip>
The type of play I'm talking about is some mix of a crossword puzzle and figure skating.
Here's an example of this - or, what I take to be an example - from my own Torchbearer play:
The session started in town phase. Golin shared the information that he and Korvin had acquired in the previous session, and Fea-bella did some more research. I figured that with the information already discovered, she had a "Detailed description" of what she was researching, and and for Ob 4 could learn an interesting fact. The Scholar test succeeded, and the interesting fact was that Celedhring, after entering the Shadow Caves, had never left them! Golin's player conjectured a lich; and Fea-bella decided to purchase some holy water for battling the undead. I've been following the gear availability rules from the LMM pretty closely, which has limited what the PCs can buy in the Wizard's Tower without going to the black market (which in this context I'm construing as buying directly from townsfolk or peasants). Holy water is listed as availability 3, ie in Wizards' Towers, Religious Bastions and Forgotten Temple Complexes. I toyed with being a mean GM and saying that, for holy water, one of those is not like the other two. But then I reviewed my list of town facilities for a Wizard's Tower and allowed that there was a shrine, where holy water might be acquired. Golin offered help. But the Resources test (5 dice against Ob 3) failed - the shrine attendant sold Fea-bella the holy water, but only after berating her for her lack of regular attendance or offerings (ie her and Golin both had their Resources taxed down to 1).
<snip>
the PCs did well, and defeated the aptrgangrs with a half-compromise owed. The rules suggest, as possible compromises, "the adventurers are injured, weapons broken, or armour rent and torn". During the conflict, when Fea-bella used a vial of her holy water to good affect against an aptrgangr, I had decided that if they got the chance the aptrgangrs would smash her other vials if they got the chance - and given that she had been dropped to zero hp while Golin had lost none, I put that forward as the compromise. Fea-bella's player protested a little, but when I said perhaps she could be injured instead, the player was happy to lose the gear instead.
As a GM, I have prepared my "dungeon", which is a series of caves and tombs underneath Megloss's house. The players, within the action economy of the town phase, declare their actions (first) to collect information, from which they infer that there are undead in the dungeon, and (second) to acquire holy water, which is useful against undead, and then (third) use that equipment to good effect when, in the dungeon, they confront some undead.
And still on this idea of
crosswords + figure skating, I am one of those who does not regard rot grubs, ear seekers etc as inherently degenerate. I'm prepared to allow that, in the context of Lake Geneva play c 1976, they made sense the next step in the escalation of opportunity, threat, consequence etc between those players and those GMs. But what I think doesn't work is when the elements of a particular group's particular experience is presented, without commentary or explanation, as something to be taken up universally. (For instance, the inclusion of rot grubs in the 1977 Monster Manual.) Because what made sense and and even made for good play, in this context where the puzzles were known to work like <this> and the judges were known to have <this sort of disposition>, becomes orphaned from that context, and risks being largely arbitrary. (Which is the standard complaint about rot grubs and ear seekers.)
There are probably contexts in which the Alarm spell, and the GM's decisions about counter-measures, are analogous to the contexts in which ear seekers and rot grubs make sense as principled threats: my first thought is a certain sort of dungeon context, in which distances (for lines of sight, encounters etc) are curtailed and delimited, and in which there is not an open-ended variety of possible intruders. There may be others too.
I can confidently report, though, that my Rolemaster experiences were not illustrations of such contexts!