Interesting thread! I am far more an Applied than Theoretical Gamer, but I am definitely here to learn.
Pass/fail gameplay can be surprisingly hard to unglue oneself from! I often wonder why.
I imagine it is due to the difficulty in adroitly assessing a trinary result from a single die roll. I've been able to do so with:
d20 <=10; Pass / Fail as per typical, but likely fail.
d20 11-19; Pass / Weak Pass, per result. "Yes, but", if you will.
d20 >= 20; Strong Pass, per result. "Yes, and", if you will.
Being in sections of 10, it is easier to parse if you get a Weak Pass result. If your character's skill is low, you likely get Fail / Weak Pass / Pass as your trinary results. High skill can net Weak Pass / Pass / Strong Pass.
(One thing I've noted- it seems that in some systems you can't repeat the attempt to bypass an obstacle. So, the thief tries to pick the lock, fails. The fighter tries to kick the door down, fails. The wizard rolls their eyes, casts
knock, and opens the door. It sounds like in some systems the situation immediately changes when the first person tries to open the door and there isn't necessarily an opportunity for the other two to change the situation. This may be a tangent, though.)
RQ had a chart to assess a pentatary result roll, but it becomes cumbersome after a while.
- ongoing authorship of common fiction, through a continuous process of drafting and revising, that all participate in
- regulatory and constitutive rules
- a linkage from fictional position (and thus the fiction) to the regulatory and constitutive rules
I can work with this as a baseline definition. I would quibble a bit with #1. "Players participate together in evolving the the common fiction through play." This would be without differentiating a DM from players, which I believe would be further down in taxonomy.
@chaochou is it even POSSIBLE for a player to ask "Do I hear snoring?" in classic D&D? It is NOT an action declaration, nor does it map to any comprehensible action!
What? I may be being confused by jargon, but, of course you can.
You listen at the door. You have 1 in 6 chance of hearing something, 2 in 6 as an elf, with better odds as a thief of increasing level. If you succeed you hear something if there is something to be heard.
I'd contrast with how my group establishes new games. Since you mentioned Burning Wheel, I'll give an example of that. The conversation went a bit like this:
Me: "How about a game set in a folklore-ish medieval England?"
Player A: "Could be good, sort of fantasy Robin Hood?"
Me: "Sure? Like corrupt officials and a greedy and overbearing local lord?"
Player B: "That works if we're going to be a sort of resistance movement or fugitives."
Player C: " We might start out just normal folk who become fugitives."
Me: "Oh, so we could create a remote woodland village with you as some of the common folk and have some tax collectors arrive, and see what develops."
Player A: "Can I run the local mill?"
Me: "Maybe the harvest has been really poor this year."
Player A: "Right! So I'm struggling and we've been out poaching in the deep woods."
Player B: "In that case I'd be the woodsman and hunter who knows those lands - maybe I'm helping you out because I'm hoping to marry your daughter."
Player C: "It would be great to have a minor landowner, but my lands were seized and I've been sheltering in this village with the local priest."
Why is this a good Burning Wheel example?