The content of the player input necessarily affects what happens next. Otherwise, there's no narrative to hang the story on.
In addition to this, what the player does or says also influences the consequence of the die roll - it establishes the paramaters of the fiction within which the GM must narrate consequences for a successful or unsuccessful check.
Yeah, this is my experience. Take the GitP
Diplomacy skill revision. What you say clearly matters: you offer a deal, and what you offer (as determined by player input, not PC input) sets the DC. Then, you roll to see if you're successful (the better the deal or the more they like you, the easier it is), or if you fail (the worse the deal or the more they dislike you, the harder it is), and if so, to what degree you failed (failure by 1-5 means they may counteroffer; failure by 10 or more means the negotiation is over, and they're done considering what you're offering).
I use a heavily modified version of this revision for my Negotiation skill, and it
requires player input to be used. You can't make the check without a deal. You can't say "I want this guy to be my friend" and then make a check. You can throw out a terrible deal "you should give me that sword at a discount, because I'm just awesome", but it probably won't work on most people (maybe your really good friends).
This required player input can extend to
every social skill. So you want to roll a Bluff check... what's the lie? What modifier does that give to the roll? If you fail, does he see through the Bluff for what it is, or just think you're holding something back? If you want to ingratiate yourself to someone over a matter of weeks, what do you do to make yourself more liked? What modifier does that give?
While ExploderWizard may not like the above methods, it certainly calls for player engagement (rather than "just a die roll") by forcing players to describe what they're saying or doing to even attempt to do it; it also advances the narrative or fiction (that's the in-game events, to ExploderWizard) in the same way that talking it out with no rules would (though not necessarily with the same results, since it gives mechanical weight to PC ability).
It may bore ExploderWizard or B.T., but it's certainly more interesting to me as GM than talking everything out, because I get to see the narrative/fiction (in-game events) go places I didn't necessarily think they would, and this makes for an enjoyable experience. Of course it's preference, but the mechanics certainly don't have to be boring, and this goes double for the results. As always, play what you like
