Fairy tales have lots of railroading.
I'm not sure what you mean by this. Fairy tales are stories, like anything else. They have protagonists who do things.
If you mean the protagonists in fairy tales are not active, I don't agree. Jack is pretty active in the tale of the beanstalk (trades the cow for the beans, sows the beans, climbs the stalk, steals the gold/goose, kills/runs from the giant, cuts down the beanstalk).
Hansel and Gretel are fairly active also (save breadcrumbs, make a trail, eat from the house, trick the witch about the thinnes of Hansel, shove the witch into the oven, persuade the swan to carry them across the lake, live happily ever after with their money).
And if we turn from fairy tales in the literal sense, to RPGing, I don't see how "You ride for twenty days and come to a castle" is more railroading than "You ride for twenty days and come to the elves tilling their fields."
So, as I said, I'm not really sure what you mean.
In naturalistic logic, the Chamberlain being a golem has meaning and is information that can be used to make some predictions about what might happen. Like, your learned sage of a hero knows that powerful magic is needed to create a golem and so this dragon must have or know someone who has access to such powerful magic
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In this way, naturalism encourages players to interact with objects in the world (even if those objects are golems and dragons and faerie queens and whatnot) and take agency in the narrative. There are consequences for your actions that you might be able to forsee and use to achieve your player's goals. Fairy tale logic...well, Red and the Woodsman (and even the Wolf!) were never more than along for the ride.
As with Aenghus's remark, I don't follow. All characters in fiction are "along for the ride" - I don't see what makes you think Little Red Riding Hood is in a special category.
When Little Red Riding Hood sees that grandma has big teeth, that is information she can use. When the woodsman tracks the wolf to Grandma's house, he can (as he does!) come in and kill it.
There are consequences for actions in Little Red Riding Hood - by disobeying her mother, Little Red Riding Hood takes a risk! By cutting open the wolf, the woodsman is able to rescue the swallowed victims. (This is a pretty standard D&D trope.)
In the game that [MENTION=6696971]Manbearcat[/MENTION] ran, my Knight Commander of the Iron Tower was able to heal the injured and rouse the frightened by speaking words of prayer and encouragement.
Just because consequences don't have a naturalistic causal logic doesn't mean that players can't engage with them, by activatig the game's mechanics.
A naturalistic presentation can presented in a way that suggests lots of viable options for the players, making immediate action possible
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Hidden backstory generally makes decision making more difficult for players
The second bit - plus the fact that adjudication, even when it doesn't depend upon secret backstory, will still depend upon a GM's interpretation and application of naturalistic causal logic - tends (in my view) to somewhat negate the first bit.
Disagree. By saying the elves have a field, it's like saying "a goblin approaches." Now it's up to the players to decide what to do with that information.
Elaborating on my reply to Aenghus, I don't think these are very similar. D&D, and many other RPGs that emulate its approach to action resolution pretty closely, give the players a very clear range of options for responding to "a goblin approaches". There are rules for reactions (with CHA mods and/or Diplomacy-type skills); rules for closing the distance or running away; rules for shooting it with arrows; etc.
But (outside of 4e's skill challenges) there aren't rules for scoping out or setting fire to a field.
As long as the DM is obeying the general principles of say yes and asking the players what they do, naturalism means the players can make informed decisions about the consequences of their interaction with the world that hold just as true as saying "I swing my sword at it."
There may be DC's involved, if it is a challenge (but if the DM is being naturalistic, those DC's will make sense for the situation and be something you might be able to exert some control over by changing the situation). There may be unforseen wrinkles. But if a DM is DMing according to naturalism, there won't be much in the way of fiat - elves have fields that produce their food. The consequences of that will be fairly natural. If the DM says something like "Uh, elf magic protects the fields and they cannot be burnt!" then either they're violating that naturalism, or the party might consider Dispel Magic because that magic, too, is a prop for them to use as they see fit.
Well obviously if the GM just says yes to every player action declaration then there won't be any issues - but that will be the case in any situation. Naturalism doesn't make it more likely.
But as soon as there is adjudication, I think it's a different story. Saying there won't be much in the way of fiat doesn't seem plausible to me. For instance - have you ever started a grassfire? Or tried to put one out? I can answer yes to both questions (the events took place in the same order in which I frame the questions), but I wouldn't be confident in generalising my experience to a wheatfield in what is probalby a less arid environment than where I had my personal experience.
I remember in a tournament game years ago when our PCs were trapped in a space-base with a fire, and we started planning actions on the assumption that we had at least minutes to go before our oxygen supplies were threatened, and the GM had us asphyxiating within seconds. The GM thought he was reasoning naturalistically, not by fiat - but the chemical engineer in our group didn't agree!
Whereas fairy tale logic can be entirely inaccessible to the players if not explained or illustrated, or if handles for the PCs aren't provided
I hoped it was clear in my OP what I think those handles are - the game rules and game premise. For instance, AD&D players know that trolls wait in their dens because they've read pp 107-9 of the PHB.
Faerie tales tend to shorten depictions of violence in favour of dialogue and use lots of plot devices, maguffins and deus ex machinas. The latter are less accessible to PCs due to the problem of handling exposition for them
I don't really agree with this either. You seem to be assuming that the fairy tale devices will be deployed by the GM. But in my OP, and in the post you quoted, I hoped I'd made it clear that - in the context of RPGing - the fairy tale logic is what underpins otherwise "unrealistic" scene-framing and resolution.