In my experience, it almost never plays out that way. More likely it will go something like...
<snip>
While I have been in a few games over the years where we were blindsided by things we didn't know about and made what we were trying to do a failure, those were much rarer than something along the lines of the above.
Whether it is like that or not
in-play is not necessarily relevant. Someone, upthread, used a specific example from earlier (the "save a person at the top of the cliff") to examine different gradations of "gameplay" in a situation. I was simply providing additional descriptive examples, showing how this
described by another user situation, of [you have an unknown time limit that could render all your efforts meaningless], would be quite liable to inducing a less-than-desirable experience for a goodly chunk of people, even those who might otherwise very much enjoy a sandbox-y game.
I mean, the game is about enjoying the roleplaying and even if the result was failure over something we didn't know, we still had fun making the attempt and roleplaying things out. That's far from pointless, let alone actually harmful(which seems like hyperbole to me).
Roleplaying is one component of the experience, yes, I agree--but it is
one component, not the ONLY component. That doesn't mean it's in any way lesser--indeed, I very much believe it shares first place, tied with the other primary component. That being, y'know,
gameplay. It can, I agree, be fun to roleplay through a situation where you end up losing, and one reason to include the dice is to allow for degrees of success or failure over the course of a complicated process (like a "quest", understood in the "traditional GM" perspective, e.g. the party wants to find the cure for the king's infertility to claim the huge reward.)
But let us not pretend that the fact that the roleplay can be really good thus means it
never ever feels pretty awful to fail on something in the game that you cared about a lot. Even for folks who have a negative attitude toward mechanics overall (something I find lamentably common on this board), loss will still sometimes genuinely sting--and if it was in a moment that really mattered to you, it'll sting all the more. Now imagine if you felt such a sting...not because you made any mistakes, nor because you failed to account for all of the information you could possibly know...but simply because dice decided you had already 100% guaranteed lost
before you even started. I believe it was
@clearstream who wanted to analyze this concept further to tease out possible nuance.