My take, having read a bunch of stuff around OSR ethos + participated in a fair bit of discussions on the side of some NSR games + run a couple myself:
"Skilled play" within this context is a combination of a) knowing the tropes and concepts that surround classic dungeoneering to avoid chancy procedures being triggered; b) being adept at PC adventure game style "combine items in your inventory in an unexpected way that suddenly bypasses a challenge;" and c) knowing how to convince the DM that something can plausibly work.
In short, it's figuring out ways to avoid playing a game (in that games have rules, and you want to avoid activating the rules because those lead to rolls and uncertainty). You want to stay at the conversational level, getting the DM to rule "yeah that happens" as much as possible. As @Charlaquin points out Social situations are probably the most obvious markers of this, but so many other conditions are as well.
It's like the polar opposite of PBTA design, which is from the ground up intended to forcibly inject the unwanted into play.
Now there's other sorts of "skilled play" because just like in computer games, every sort of ruleset/play has its own expectations. Lancer skilled play is about understanding abilities and combos and tactical skirmishes; PBTA skilled play is about manipulating fictional position to trigger the most optimal moves that have the least downside; etc.
"Skilled play" within this context is a combination of a) knowing the tropes and concepts that surround classic dungeoneering to avoid chancy procedures being triggered; b) being adept at PC adventure game style "combine items in your inventory in an unexpected way that suddenly bypasses a challenge;" and c) knowing how to convince the DM that something can plausibly work.
In short, it's figuring out ways to avoid playing a game (in that games have rules, and you want to avoid activating the rules because those lead to rolls and uncertainty). You want to stay at the conversational level, getting the DM to rule "yeah that happens" as much as possible. As @Charlaquin points out Social situations are probably the most obvious markers of this, but so many other conditions are as well.
It's like the polar opposite of PBTA design, which is from the ground up intended to forcibly inject the unwanted into play.
Now there's other sorts of "skilled play" because just like in computer games, every sort of ruleset/play has its own expectations. Lancer skilled play is about understanding abilities and combos and tactical skirmishes; PBTA skilled play is about manipulating fictional position to trigger the most optimal moves that have the least downside; etc.