robertsconley
Hero
He’s referring to the consequences of failure, as in, “Nothing happens when you fail to pick the lock,” not “We’re just standing around doing nothing.”Nothing wrong for whom? I can tell you that I think "nothing happens" is pretty unexciting. If I sit down to play a classic dungeon crawl, I expect some of that sort of thing. But it's also why I don't sit down to play classic dungeon crawls very often.
All the games you mentioned earlier, Apocalypse World, Dungeon World, Stonetop, Burning Wheel, Torchbearer, also handle failure. But as you yourself just acknowledged, these games share the same core trait with OD&D: the narrative emerges from unfolding events.
So I’m not sure what point you’re trying to make here. It doesn’t really relate to what @Lanefan was discussing. The lock not being picked is itself an event that changes the situation, another beat in the unfolding narrative.