FrogReaver
The most respectful and polite poster ever
I think there's alot of nuance there, such that painting most people into the box of only wanting forward facing causality isn't necessarily true in all circumstances for them. While some here seem fairly consistent with that, others that want that playstyle don't mind it for seemingly minor details, especially so long as those details get established before they matter in the moment to the situation at hand.One dreads the conversation turning toward "immersion" or "realism" but I've argued before that forward facing causality of action declaration->resolution is an underlying prerequisite off players looking for that experience.
So for example: 'we left town, I didn't say I picked up my arrows. We are still on the road traveling. I feel my PC definitely would have done that even though it wasn't established.' Many groups that still have a strong desire for forward facing causality will be okay with saying I obtained the arrows before we left town. But maybe that changes for some of them if we are in the heat of battle or other circumstances where the arrows might really matter at that moment.
That said, almost no game deviates heavily from forward facing causality with most moves/abilities. You usually only see such moves come up when one is placing PC memories into the players hands (usually in some limited scope) or giving the vibe of having planned without actually needing to have planned.
EDIT: Wanted to add. I see forward facing causality more as a heuristic to help aid in creating a manageable and meaningful space for play. If you don't have it most of the time (a specific scenarios can be exceptions) then pretty much anything can happen at anytime and no one can do any actual planning in relation to dealing with the threats in the world. They are all built on sand so to speak. That's why I find forward facing causality to be necessary (a few specific exceptions not withstanding).