I don't think the players need to individually check every possible methods of entrance. Like they can say they check all entrances to the place and the GM tells them what they are.
What if some of the entrances are hidden (say, smuggling tunnels) or seem to be rusted shut, or . . . ? What if the GM doesn't have all the entrances written out for every warehouse in this particular town?
Maybe we go back to dice rolls and so on, but that is what I thought we were supposed to be avoiding.
What is salient to the situation needs not to be just one thing. This is what I meant when said you probably understand "the situation" far more narrowly than I do, and I think
@thefutilist alluded to in their post about different approaches of handling the situation; that in different games different things can be salient. D&D for example is the sort of game where locations, distances and placements of doors tend to matter, so they are part of resolving the situation.
That last sentence is true, yes. I'm someone who has made that point often and loudly.
When does the GM draw the map? Make all the decisions about distances, sight-lines, etc?
And how does the GM decide the point from which the assassin strikes? Do all assassins always strike from outside 20', worried about the possibility of otherwise triggering an Alarm spell?
The claim that all this stuff can just be
done, so that it is following by extrapolation of ingame causation rather than GM decision-making, I find to be belied by my own experience.
In my Torchbearer game, the principle settlement that the PCs spent time in for the first part of the campaign, was the Wizard's Tower. This is a small-ish village clustered about the eponymous tower. I did not have a map of every building in the settlement. When the PCs decided to go and confront the NPC Gerda at her apartment, I had to make a decision on the spur of the moment as to what the architecture would be like. I decided that Gerda, as she was (i) a Dwarf, and (ii) was spending most of her time in her apartment brooding over her cursed Elfstone, would have set up a deadfall above the (obvious) front entrance. And then, once the PCs had made their way through that, I narrated the interior architecture which set the framing for (first) the Pursuit conflict (as Gerda tried to flee) and (subsequently) the Kill conflicts.
If the resolution of the deadfall, or of the pursuit, was done via map-and-key tracking of distance and location, rather than tests against appropriate obstacles, play would not have been better. And fictional positioning would not have been enhanced - asking a player questions like "Where do you stand as you open the door?" or "How do you operate the door latch?" don't establish and enhance fictional positioning, in my experience - rather, they prompt the player to try and guess which squares/positions/methods are safe or hazardous. Which is less verisimiltudinous than the actual surprise that was generated when - the players not having had their PCs Scout the entrance to the apartment - I called for Health tests to avoid/resist the stones from the deadfall.
Some situations in some games are such that, it becomes too much of "GM makes something up" and some additional structure would be beneficial. I for example have long advocated for more guidance, examples and structure for 5e skill section (sadly 5.5 made it even worse than it was, which certainly was an impressive feat.)
I just really, really do not think the Alarm spell is such a situation and I feel that the TB method that is seen as preferable to some strips elements that I feel to be important.
I don't think I've seen you actually articulate what those elements are.
The example of Torchbearer play that I just gave seems relevant here, too, at least to me. There
are "objective" difficulties for various tests in Torchbearer. I just actually performed a little experiment - I checked my table of difficulties for avoiding traps/hazards, complied by reference to the examples in the rulebooks and other published scenarios:
To not fall into a concealed pit: Health Ob 2
To leap to safety from a collapsing or false floor trap: Health Ob 2 or 3
To not plunge into a crevice that opens beneath you: Health Ob 3
To not slide down a slippery chute with treacherous footing: Health Ob 3
To avoid injury and being swept downstream, when falling into a stream from a height: Health Ob 3
To avoid a blade trap by moving away in time: Health Ob 3
To avoid a rockslide: Health Ob 3
To dodge the falling rocks from a tremor: Health Ob 4
To avoid being speared or slashed by a trap: Health Ob 5
To leap clear of the flaming liquid sprayed into the corridor: Health Ob 6
To escape a collapsing cavern before its ceiling comes down: Health Ob 6
Which told me that Gerda's deadfall trap should be Ob 2. And then I went back to my session notes:
Whereas Megloss's house (as had already been established) is on the edge of the village, overlooking a cliff, Gerda's apartment - I now narrated - was at the centre, near the base of the rise on which stands the wizard's tower. I decided - but didn't tell the players at this particular point - that Gerda would erect a deadfall trap over the entrance to her apartment. The players declared that they opened the door and went in. I called for Heath tests against Ob 2 (and as one of the players noted, this time cloaks and woollen sweaters didn't help; though I allowed Golin's player to add +1D to his pool, given Golin wears a helmet). Telemere and Fea-bella were both Injured by the falling stones!
Telemere's player then noticed that he should have used his Instinct - When I enter somewhere new, I check to see if I am being watched - and he used it now. Golin helped, as he also had a salient Instinct - Always look for weak points. Telemere could see that the downstairs rooms seemed dusty and empty, but that someone seemed to have stuck their head out of the door at the top of the staircase - Gerda!
Another Scout test was made, to ensure the staircase was safe. It was.
As the PCs were being cautious, Gerda decided to Flee, and the PCs pursued.
In other words, I successfully replicated my reasoning from July 2023, based on the actually established fictional positioning. In making the decision about Ob 2 (rather than the more severe Ob 3) I would have had in mind not just the fictional positioning that pushes that way, but also a general sense of the mix of difficulties that make for a good Torchbearer session, and would not have wanted to set this early obstacle too high.
The skilled play aspect was also preserved, in that Telemere's player could have used his Instinct, but didn't. And the player was able to recognise this. (This fits into
@thefutilist's idea, upthread, of
crossword puzzles + figure skating.)
So to me, based on my experience, the Torchbearer resolution in this scene did not disregard fictional positioning - it had regard to it, and reinforced it. And the use of rolls (on Health, on Scout, etc) were part of that.
If 5e D&D had a more structured system for framing and resolving skill checks, I think it would become more like Torchbearer! And then natural further questions would arise, like - what effect does the placing of an Alarm spell have on the difficulty of a Stealth check to ambush? Specifying the AoE as a 20' cube rather than (say)
one campsite or room doesn't help with that - it hinders it.
Like if an enemy bypassed their defecences via certain method, then it is useful information. They can take precautions against that methods in the future and use similar method against enemies. To me this is morefun information than just dice odds. It gets the players engaged in the fiction. Making it all just a roll removes this aspect. That's what I do not like about it.
Why would the use of methods not be relevant to dice rolls?
When a PC takes the high ground in a fight, that - presumably - helps their rolls that resolve the combat. Why would things be different for a PC (say) choosing a room with only one door as a precaution against being ambushed?
I prefer to run 5e in pretty high myth way, prep situations not plots, and have clearish mental guidelines to fiction rules connections. These all are sort of "limits to GMs whims" that you as well seem to desire.
Like before the session begins I want to have clear picture of what the situation is, what are salient parts, what are the motivations of NPCs, and what their capabilities are. I also have more general ideas about the setting, and what rules are used to represent what, which help me to extrapolate consistently. Like as one example that I've mentioned before, I like more powerful NPCs to (roughly) use similar class mechanics than PCs, and the classes sort of have diegetic existence. I also have rough ideas of what levels mean and how common NPCs of various levels are. So if I need to extrapolate capability of a just invented NPC, I have guidelines for it, it cannot be just anything. Similarly this is information the players too can use. Like in the last session they were dealing with a wizard antagonist, and when sussing out what the NPC could potentially do, the knowledge whether certain spell was a wizard spell was relevant to them.
<snip>
I suspect they have more than myth in them, at least the way I mean myth. Like they are not just situations, they're plots. It is the plot that makes them railroads, the GM having to contort the play into a certain path.
Suppose the situation is
you have upset this powerful figure (let's call them Jackson).
At what point do
the players learn that the resulting situation is
you are being pursued by an assassin hired by Jackson? Or that the situation is
Jackson's assassin will come for you this night?
If the players don't know those things, and the GM is making "offscreen" decisions about what the assassin learns about the PCs, how the assassin approaches them, whether or not the assassin bypasses the PCs' Alarm spell, then to me it is getting closer to plot than to situation. Like,
you are attacked by an assassin is a situation; but
the assassin snuck past your Alarm spell (because that's what made the most sense to me, the GM, as expositor of the fiction) looks like plot to me.