And none of the comments made here since pointing out why the example you sited was incomplete or how it could be made to work have done anything? I mean, maybe they haven't changed your mind, but you can at least onboard the information and stop describing things as "unconnected" and "random" and so on.
And "random-ass stuff" wouldn't really be any better. Know why? Because... again... a cook in a kitchen isn't really random.
Again, those need not be unrelated. If you're picking a lock in the real world, what are some of the possible consequences?
I would think that they would include any number of the following:
- failing to open the lock
- damaging the lock in some way
- damaging the lock pick in some way
- being discovered while picking the lock
These are all things that when someone decides to pick a lock, they're going to be worried about in some capacity.
None of those consequences, if they're realized, are unrelated to the lock picking.
In some games, the players make all the rolls. The ones I've had the most experience with recently are Blades in the Dark, Stonetop, and Spire. Each of them allows for degrees of success depending on the outcome of a roll. Critical Failure, Failure, Success With Complication, Success, Critical Success.
So depending on the outcome of the roll, the GM has NPCs act accordingly. Sometimes this is dictated in specific ways. When you "Clash" in Stonetop, for example, you roll 2d6 and add your Strength stat (ranging from -1 to +3). If you roll a 6 or less, you're taking your enemy's damage. On a 7-9, you hit your enemy, but they also hit you. On a 10+ you hit them, and you can either avoid their attack or choose to do some extra damage.
In Spire, you roll a dice pool of d10s based on applicable stats and situational factors. You'll roll anywhere from 1 to 4 dice, and keep the highest roll. If it's a 1, you suffer your enemy's attack and take twice the normal damage. On a 2 to 5 you fail and suffer your enemy's attack and take damage. On a 6-7 you succeed and inflict damage to the enemy, but also take theirs. On an 8-9 you succeed, inflicting damage and taking none. On a 10 you inflict double damage.
In these kinds of games, it is expected and required that a dice roll does more than mitigate just the task of the PC. The game won't function if that's not the case since the GM never rolls. This is why some folks, notably
@Campbell , have cited how poorly the thief/cook situation works as an example. It assumes so much about the way the scenario is constructed and presented.
Personally, I'd have hinted at the presence of the cook (or someone) beyond the door before the roll was made. Part of making Fail Forward and similar techniques work is telegraphing things... establishing stakes before the roll is made. A flickering firelight seen beneath the door, the sound of footsteps, or someone humming while they work... anything like that, and then the cook is just "offstage" but ready to be introduced.
Again, you're failing to acknowledge everything that has been said about that example since it was first shared.
Why not? According to what game?
For me, they easily can be... even if I'm playing D&D.