I want to make sure I understand your point clearly; and would appreciate any further clarification.
You’re absolutely right that PbtA games, structurally, push for narrative motion on every roll. That’s baked into the move design, and it’s part of what makes them tick.
Even in more traditional systems, a GM prioritizing pacing and player engagement can, and should, approach rolls the same way. Given how human attention works, every GM really should aim to prioritize these factors.
We can look at the examples that pemerton spoke about in their reply (#10,103) to my post, together with what you brought up about lockpicking. We read;
In all of these examples, success is obvious. You get a reward. No issues there. Failure is more interesting, though.
If you roll and "nothing happens" you have a textbook case of stalling the game without consequence. The players are gambling for progress: they roll, hoping for a yes. If they fail? They either try again or move on. This is exactly what FrozenNorth's PF2 example (Post 10,080) was about. We read;
Rolls such as these are not a decision anymore, it’s just rolling dice until the numbers say you win. Without a real consequence, like loss of time that matters, noise attracting danger, or the lock becoming jammed, there’s no real reason for the roll to happen at all. Give the success and avoid the issue.
If you want the chance of failure, have it mean something. Prevent a retry. Give a clue or distraction. Do something besides just saying; "nothing happens." PbtA enforces this by design, but traditional games are better when they include it. And they are better because they waste less time.
Finally, I have issues with the bold part. It makes a leap I’m not sure is supported. I think players generally want meaningful outcomes, which PbtA delivers structurally. Failure that changes nothing, however, feels anticlimactic and frustrating.
We can demonstrate this with a thought experiment. Think about playing in a game where you have no interest in the outcome of the rolls you make.
That sounds absurd, but if you’re rolling dice and the result doesn’t matter, nothing changes, that quickly becomes disengaging. It’s not about whether the system is narrative or traditional; it’s about whether rolls carry narrative or mechanical weight. Most players want to feel like their choices matter and their failures mean something.
PbtA builds that in structurally, sure — but the desire it addresses is near-universal. That desire is to stop wasting player's time.
TLDR: GM advice: Stop wasting time. Give players a reason to care, or skip the roll.