Manbearcat
Legend
Generically, no. Its possible, after all, for the GM to simply be revealing something he'd already established but not yet revealed to the players, or even (and I've done this before in various games) to remind the player of something he's previously revealed, but the player had forgotten.
That does not, however, seem to be the default usage in the PbtA example presented; its an invitation by the player for the GM (within constraints) to add in a new element that had not existed in any real sense prior to that invitation. It may be something that can be fitted into the fiction seamlessly (that's at least the ideal), but it previously had not existed in any meaningful, real sense.
But its really not; its changing things only in terms of in-game processes. Whether an orc dodges and gets missed, the sword cuts him, or the player fumbles it, this is representation of process that's actually going on in-game. Its being created in a sense, but in that sense its being created in world, the same way someone building a wall would be doing so.
The material created via the process at hand, is largely ex nihilio; it does not represent any actual process in-game. Remembering something is not creating it, but that's what happens here to serve the game agenda. Its not something that actually changes anything in-game contextually except informatively, but in practice it makes a reality that would not exist any other way.
And those are simply different things. People don't understand that's true (whether or not they understand why that matters to people) are really kind of hard to take seriously here, and it absolutely makes it impossible to have a discussion about why one is desirable and the other not or not, because to people on the other side they're attempting to argue that chalk is cheese because they both start with a ch.
That's true, but bluntly, irrelevant. The fact on a meta level its so does not mean the distinction does not matter.
I don't think you're wrong, but I still think you're struggling with either understanding the distinction or understanding why its important.
You're correct. I am indeed struggling with both of those things (the distinction you're attempting to draw and the understanding of why its important).
Is it "the illusion of process?" Because there is no process. We all know this. So is it that facility with sword or climbing or rhetoric gives the illusion of process in a way that you feel consulting your accumulated knowledge/memories fundamentally cannot be mapped to a process that in anyway resembles what happens when an intelligence sorts through its databanks for relevant information?
If it is indeed "the illusion of process" (and, again, you feel that facility with sword/climbing/rhetoric is functionally doable via TTRPG resolution mechanics in a way that accumulated knowledge/memories are not), then what is that "illusion of process" doing for play?
1) Is it about the verisimilitude testimonials of a player with a certain sort of cognitive orientation (eg "I need the illusion of process to feel like the imagined space is 'real' even thought its obviously not")? This I've talked about many times...while its great that a certain sort of person feels a certain sort of way about an illusion of process...that doesn't mean (a) that illusion of process is a thing (its not) and (b) it certainly doesn't mean that the human condition is objectively governed by their personal litmus test for verisimilitude.
2) Is it about competitive integrity (this one I really don't understand and I've spoken to that a bit above); eg if players can attempt to declare accumulated knowledge/memories of setting that are helpful to them (like what happens in real life...people recall accumulated knowledge/memories that are helpful on multiple axes...or they fail to do so...or they manufacture them and the false memory gives them a morale boost or it deceives them and draws them into deeper waters than they were prior), then the competitive integrity is gamed in a dysfunctional way and skillful play ceases to exist as a result?
3) Is it about the ability to draw inferences (again, I touched on this above...the skillful loop of a Dungeon World game is all about soft move portending hard moves and players orienting themselves around that - drawing inferences - and navigating decision-points and making moves to curate the consequence-space their characters may face downstream of decision-points)?
Out of those 3 things, the only one in play is (1) above. And its only in play because some folks feel a certain way about a certain thing. But their personal cognitive framework that generates this feeling, while totally legitimate, doesn't make a thing objectively true (eg inhabiting an imagined space requires a certain sort of illusion of process). Are we just saying "perhaps those people shouldn't play those games?" Even then, I'm not convinced (as the present consensus on neuroplasticity doesn't particularly support that sort of inability to systematically adjust and remap cortically...people change regularly throughout their lives...I've changed radically multiple times throughout my life).