I find that very un-convincing. In the second example, for instance, if the weather is determined by a random roll (cube) it's identical to A, being cube -> cloud -> cube.
I don't know if your read [MENTION=6857506]Harzel[/MENTION]'s follow-up post, which cut-and-pastes the full exchange from Vincent Baker's blog page. The same thing was raised there.
As Baker sees it, the difference between A (roll your "inflict penalty" check, if successful also give an in-ficiton reason for the penalty) and B (roll for weather, note its hot, then later - when a character exerts him-/herself - apply a penalty for oppressive heat) is that A is cube-to-cube, with an incidental leftward arrow to the cloud (the narration of oppressive heat), whereas B is cube-to-cloud (roll to determine the weather, which is a thing in the fiction) and then cloud-to-cube (the fiction is relevant to the resolution of a subsequent act of exertion).
Baker elaborates on B:
[T]he more time and conceptual space between those two rules' applications [that is, the weather roll rule and the penalty-to-action rule], the more real the oppressive heat will seem. For instance: you make a weather roll at the beginning of the session, declare that it's oppressively hot, and so for the entire session all the players roll -2 for all their characters' strenuous actions.
When people criticise CaGI, the underlying idea (cleaning away all the rhetorical cruft about "martial mind control", and the confusion over which actions should require a die roll and which can be auto-successes) is that it has too much A: cube-to-cube, with perhaps an offhand narration about
why the enemies move, which generates an incidental leftward arrow.
Now, as the rules are written, that leftward arrow is actually completely optional. So in that sense, the critics can even more vociferously assert that it is cube-to-cube.
However, CaGI also produces a change in the enemies' position, and that (in my view) is (a)
not just cube-to-cube, but rather is a change in the fiction, and (b) is a change in the fiction that matters to subsequent resolution.
From which I infer that the critics of CaGI either (i) assume that the "battlemap" is purely in the cube realm, and/or (ii) are of the view that positioning is an insignificant element of the fiction. (ii) seems to me a matter of taste and I'll leave it alone.
But (i) seems to me fairly fundamental. I discussed it back in the epic "dissociated mechanics" thread (
here), and it has also come up in some recent discussions about roleplaying vs boardgamings (eg on the "Low CR monsters - ogres are boring") thread.
If you treat positioning on the battlemap no different from the location of a piece on a gameboard - and eg terrain doesn't matter until it's "mechanised" as
difficult terrain, or
blocking terrain, etc - then you seem to me to be in the realm of cubes-to-cubes, and the criticism that CaGI is not really RPGing has some bite.
It seems clear to me that 4e is not intended to be played that way, and that nonsense about "wrought iron fences made of tigers" is just that (ie nonsense); and that what
forces the players to engage with the fiction, rather than leaving such engagement optional, is all the standard stuff of RPGing: eg if our characters are roped together, will that mean I don't fall down the pit even when I'm pushed into it (ie even when, in cube-land, my token is moved onto that square of the battlemap)? If I blast the pond with my ice attack (which, in 4e, will have keyword
cold), can I freeze it (thereby turning it from hindering terrain into difficult or perhaps challenging terrain)? Etc.
And here's another way - far more table specific - that CaGI can generate leftward arrows that then, down the track, support rightward arrows. In my game, the CaGI fighter is a polearm fighter, and the default assumption for his use of CaGI is that deft work with his polearm has wrongfooted/outmanoevred his enemies - that is, that CaGI is typically about physical prowess on his part, not about the tendency of mooks to rush him Jackie Chan-style. This table undertanding of what was going on then meant, when he was in a pond infested with a water weird, and wanted to use his polearm to deftly force stones from the edge and bottom of the pond down into the spring at the bottom of the pond, so as to cut off the flow of water to the weird,
he could[/i].
I think that this sort of example of arrows between cubes and clouds is looser than what Baker is discussing in his worked example - it seems to me more a case of cube-stuff, and its generation of/iteration with "local" cloud-stuff, also generates more "global" cloud-stuff - such as "When the pressure is on, my polearm guy can display unrivalled deftness of timing and manoeuvring with his polearm" - which then feeds back into permissible action declarations and the cube-ish dimensions of their resolution.
Thinking about it as I type, its probably cube-to-cloud-to-cloud-to-cube-to-cube-to-cloud: CaGI (cube) > My guy's timing and skill with the polearm is impeccable (cloud) > My guy can use his polearm to shove stones into the spring at the precise movement the water weird surges up out of it (cloud) > CaGI can be expended to support a check in the skill challenge (cube) > I get the last required success in the skill challenge (cube) > the water weird has been defeated because its source of power (the spring) has been pluged (cloud).
Another example of this sort of "local" cloud to "global" cloud then back to cubes that in turn feed back to clouds: the dwarven artificers were having difficulty reforging the same player's dwarven thrower as a mordenkdrad ([url=http://www.enworld.org/forum/showthread.php?324955-Whelm-reforged-as-Overwhelm-and-other-recent-skill-challenges]"Whelm" to "Overwhelm") - as GM, I was narrating the poweful thrumming and brightness of the arcane energies, which were preventing the dwarves from properly controlling the artefact with their tongs. And the player thinks aloud to himself, "I'm the toughtest dwarf in the land, so I'm going to shove my hands into the forge and hold the hammer still so they can properly grab it with their tongs to start working on it - is that an Endurance check to contribute to the skill challenge?" Another example of cubes (mechanical resolution over the course of the campaign) > cloud (I'm the toughest dwarf around > cloud (I'm so tough I can shove my hands into a dwarven forge and hold down a powerful artefact so the artificers can grab it with their tongs) > cubes (Endurance check) > cubes (successful skill challenge) > cloud (I've got very sore hands, but at last Whelm has been reforged as Overwhelm).
(The sore hands were treated with Remove Affliction powered by Fundamental Ice- that's clouds (sore hands) > clouds (they need healing, preferably with a powerful anti-burn agent like Fundamental Ice) > cubes (resolve Remove Affliction, cross Fundamental Ice of the equipment list, etc) > clouds (now my hands are better).)
Anyway, this post has drifted a bit from the original example, but hopefully sheds more light on what I think is going on.
I also hope it sheds some light - even if only at an oblique angle - as to what I think is at stake. In case you hadn't already worked out, to me this is a companion to my "role in roleplaying" thread, in that I'm trying to look at different ways of thinking about what roleplaying is. In particular, I am contesting the claim - frequently put forward
very vociferously, as for instance in some of those recent monster-design threads - that RPGing is just about lots of flavour, including imagined motivations and ecologies and the like for monsters,etc, so that people who care about or complain about mechanics are really boardgamers in disguise. In this thread, that's about looking at how the clouds inform the cubes, but also how the cubes generate clouds - and what is needed for a cube to generate a cloud as opposed to just another cube ("Oh no, we've been boargaming all along!").