Sure, fine, success at a cost is a useful tool. Again I think we’ve gone way off track from where we started. This particular line of discussion sprung from folks talking about keys hidden in sock drawers and whether or not “thoroughly searching the room” would be a valid path to success, and I took a step back to ask if scenarios where an object is hidden in a room and players have ample time to do a thorough search is actually a regular occurrence in anyone’s games. Cause I don’t see myself designing such a scenario basically ever.
I think we’ve lost the plot a bit here. I’m not advocating for never including missable content in the game. I’m saying, as the person designing the scenario where the key is hidden, I’m either hiding the key as part of a challenge, in which case I’m going to build some kind of time constraint or other consequence for failure into the scenario, or I’m just having it be hidden because it makes sense to be hidden, but it’s not really important. In the former case, the PCs don’t have the luxury of “taking all the time they need to search the room,” so of course I’m gonna call for a check. On a failure they search for 10 minutes, find nothing, and we get one sixth of the way closer to the next time I roll for complications. In the latter case, I’ll just narrate them eventually finding it because how long it takes is immaterial and the game isn’t served by the possibility of them failing to find it.
I’d consider that part of a challenge then.
Those are all related quotes, so I'll respond to them together real quick. For one thing, I think you are using a different definition of challenge than I and some others here are using. Can you maybe describe the parameters of what a challenge is and isn't, in your usage of the term? You've given clues to the answer, but I at least am still kinda left wondering what exactly the word means to you.
In case it helps, my definition is; Anything the players encounter that is difficult, and has a potential cost
even for success (ie may cost resources to get through). More on that at the end, where I'll try to explain the thing from earlier.
I see it as a square/rectangle thing, but I’ll be interested to read your thoughts on it.
So, basically, to me stakes and challenge are separate considerations. What I was trying to get across with my reply on your confusion about my statement that "[there] Doesn't need to be a challenge for the stakes to matter." is that the two are separate, and I hoped that showing it from the other angle would help.
So, to try again with a different approach, and make a new roll...
If I present a choice between two paths, and the course of the game will be very different depending on which path is chosen, that isn't a challenge. It's just a choice with consequences, and thus stakes. But there isn't any effort, cost, or challenge in the choice. It's just left or right. It
matters, but it isn't a challenging scenario. It needn't be overcome with effort, it isn't even something overcome by any reasonable definition of the term.
Again, to me, what defines challenge is effort, difficulty, and/or cost to overcome. It it isn't natural to say that you overcame it, it probably isn't a challenge. But that doesn't mean it doesn't have stakes. Flipping a coin between two equal choices has stakes, but it isn't something you've overcome in any way.