That's interesting. But not entirely surprising, I guess. There is a tendency for notions from indie RPGs to be picked up as slogans, without much interest in the context in which those notions were coined or the sort of work that they're meant to support.
"Fail forward" is similar in this...
I'm not sure what you think is "watered down" about the AW rules that I quoted upthread. It amplifies, and qualifies, the instruction to "make the players' characters' lives not boring", mostly by excluding certain sorts of ways of doing that.
Most of the people who run in a race lose. Nevertheless, they make it to the finish line.
In @hawkeyefan's example, the character failed to make the climb in time.
I don't understand this emerging view that it is unreasonable for a RPG to set out principles for players and GMs.
It's not a new thing. It can be found in quite early RPG rulebooks, like Gygax's AD&D books and Moldvay Basic. I believe it is also found in recent D&D rulebooks (eg the DMG). I've...
I play multiple RPGs where players, in the play of their PCs, are bound in the sorts of ways that @Hussar describes. In Classic Traveller, players have to make morale checks for their PCs, and are bound by the outcome. In Burning Wheel, PCs can be bound by the result of a Duel of Wits...
But it's not actually 10 seconds, is it?
Implied in this dialogue is a whole lot of other stuff: maintaining lists of gear and of money, to begin with.
And that's before we spend time on whatever is going on with Jocasta.
I think the notion of "additional requirement" is misplaced. See this post:
That is exactly the sort of thing that could be said! "The film sets out to have rising action, but gets distracted by lingering shots of military hardware."
Apocalypse World works around a soft move/hard move structure.
Burning Wheel works around intent + task resolution.
These are ways of establishing an implicit trajectory of threat and promise. They are also what makes "fail forward" work in those RPGs.
Of course. I quoted Edwards talking about pages detailing military hardware. I drew the analogy to Warhol's Sleep. I have repeatedly talked about a significant amount of time being spent on matters such as logistics, inventory management and the like.
I'm not sure what 10 seconds of inventory...