Fiction -> mechanics -> fiction. If you're missing that first step, you're doing something other than what the game wants.
It doesnt mean "I need to spend 3 minutes describing what my character is doing;" it means "I need to understand the position of all the elements in the fiction we're arraying before I can tell you your Position and Effect." It means "give me that detail" before we make that engagement roll. It's even as simple as "tell me how you indulge your Vice" before you make that roll.
If your table isn't constantly going "what does that look like? Tell me what that looks like? How are you doing that? What do you say here?" etc, it's very hard to understand the full Position at play and describe the Effect, so that when we roll the dice everything follows naturally.
This is yet another thing I like about the Threat Roll. It's very structured, but it totally avoids the "dreaded 7-9" where the GM needs to suddenly figure out something that doesn't negate the hit but complicates things or brings in a cost/hard bargain/etc.
On the Threat Roll, the player says what they're trying to do (kinda conventional!), I tell them what they'll get (less conventional! I'm not sure I ever knew what was going to happen when I rolled a d20), and what they risk (the Threat at hand). They tell me how they avoid that threat, fictionally, and I suggest what that sounds like Action wise. We the limited mechanical stuff, and roll. On an outcome, we always know what's next. You avoid the Threat, it manifests in full, or it manifests in part.
It doesnt mean "I need to spend 3 minutes describing what my character is doing;" it means "I need to understand the position of all the elements in the fiction we're arraying before I can tell you your Position and Effect." It means "give me that detail" before we make that engagement roll. It's even as simple as "tell me how you indulge your Vice" before you make that roll.
If your table isn't constantly going "what does that look like? Tell me what that looks like? How are you doing that? What do you say here?" etc, it's very hard to understand the full Position at play and describe the Effect, so that when we roll the dice everything follows naturally.
This is yet another thing I like about the Threat Roll. It's very structured, but it totally avoids the "dreaded 7-9" where the GM needs to suddenly figure out something that doesn't negate the hit but complicates things or brings in a cost/hard bargain/etc.
On the Threat Roll, the player says what they're trying to do (kinda conventional!), I tell them what they'll get (less conventional! I'm not sure I ever knew what was going to happen when I rolled a d20), and what they risk (the Threat at hand). They tell me how they avoid that threat, fictionally, and I suggest what that sounds like Action wise. We the limited mechanical stuff, and roll. On an outcome, we always know what's next. You avoid the Threat, it manifests in full, or it manifests in part.

