RenleyRenfield
Adventurer
I don't follow you here.Good post although I think it somewhat confirms my point that there are loads of different interpretations of what play to find out means. In the bit I snipped you talk of nothing being found out or discovered, only resolved. To me that's the platonic ideal of playing to find out, play to find out how this resolves. Adding stuff and retconning stuff, I'm not massively keen on except in so much as it leads to ways to see how things resolve.
Creating a bunch of characters in conflicts and seeing how the conflicts resolve is one way of creating a story. Particularly good if you're not that interested in twists or reveals, which your version of play to find out seems to have in abundance.

There certainly are a few ways to slice 'play to find out", but several of the posts her are just wrong. Task resolution is not "play to find out"
And again, I will say this over and over - "A GM making up anything they can think of is not 'mechanics', that is what absolutely any game can do, even games with no mechanics or dice or rules whatsoever."
The idea that the rules from the dice roll, have text to tell you, almost like a choose your own adventure, that you did whatever you set out to do and here may be some complications to that - is nothing like a pass/fail result check - because that check inserts nothing into play, it just gives a binary result.
I am going to ignore anything anyone says about what they like or think is good. Absolutely nothing to the point of this conversation.
Play to find out, fail forward, GM limits, are new - its why soooooo many people struggle to understand and incorporate them. They are new, they have not had 40 years to be ingrained into play. It took me like, 3 years of hacking away and blundering through PBTA and other such games to finally see what it worked like because I had a lot to unlearn. It is a totally different approach to gaming.
So yeah, pbta is kinda nutters in some respects. It asks a lot of things new to most people.