Then I'm back to not knowing what RPG you have in mind as using "weird entanglement".
I don't have any specific RPG in mind. However it seem like any system with fail with consequences and poor GM guidance would be susceptible.
The screaming cook doesn't exhibit "weird entanglement". Setting aside many of the aspects that have been discussed (eg the plausibility of the cook being present, whether the hard move follows deftly from a soft move, etc), the basic structure is straightforward: the player fails their roll, and as a result the GM frames them into an unwanted encounter.
In order for weird entanglement to be present and a problem the following 2 premises seem to have to be in place:
1: The GM has come up with a consequence that in no way can be explained as a consequence of the attempted action
in fiction
2: The player is somehow aware of what would have happened on a pure success, and that is not consistent with the consequence.
That this could be a possible scenario trough dubious GM-ing alongside metatalk I think should be apparent? However these are both so easily avoided that I would hope the entire example is mostly academic.
However as an academic example it appear to be interesting, as it has revealed a real divide in the level of desirability of this hypothetical. This divide seem to be of a sort that is conductive to communicate about issues that is more broadly relevant, thanks to this example bringing it into relief.
So the
in fiction part of premise 1 is the critical part. It is true that if you expand your view to include the player, the causal link is obvious. To explain the in-fiction projection of this situation imagine this piece of fiction:
"The lock is no match for Enrahim. After a few seconds the lock was no barrier to entry. However lockpicking had never been Enrahim's big interest. Had he just practised the art of the mundane tools rather than indulged in his facination for magical trinkets he would have found the kitchen empty and ready for picking. As it was there was the Cook, in the middle of preparing breakfast."
Anything here that would have made you make a double take if you read it in a novel?
And the really interesting thing is that for some this doesn't appear to be an issue at all during play; but for others this is a game breaker. Moreover those that don't have a problem with it doesn't appear to understand what the problem could possibly be, while those that see this as a huge problem struggle to formulate why this would be a problem for them. This is the gap I tried to bridge with my post.
Me? I don't see myself playing with the mindset required for it to be a problem. I think the inherent problem is a break of expectations that I think is reasonable, but that isn't needed for the kind of play I am looking for.
This is even a thing in D&D: for instance, it is the narration of the final failure in the example skill challenge in the 4e Rules Compendium.
In that example we are not even looking at quantum. The counterfactial was given, and there are no indication the half orc and the thug would't be there in that case. Rather the encounter would have been possible to avoid due to remembering the rumors of the hidden entrance (always there no matter the result) and hence having the possibility to dash for that before the Half-Orc could come out and challenge them. If anything there is some pacing going on here with the DM skipping straight to the assumed interesting action - but pacing devices is a completely different matter entirely?
I've reread you r posts, but haven't worked out what the concerns are that are in conflict. One concern is for the independence of the fiction. What's the other?
This is the snippet you quoted the message before:
My theory about those with a more narrativistic tendensy is that they prioritise the experience gotten from the fiction resonating with their emotional system, and are as such more accepting to occasionally have to "suspend disbelief" in order to acheive this.
So the concerns would have been
1: the passive positive feeling from the fictional world behaving as our sub-conscious prediction system would expect,
and 2: achieving states in the fiction that resonates emotionally.
However i have abandoned this position now, ref
D&D General - [rant]The conservatism of D&D fans is exhausting.
Anyway, consider this example:
What makes the fiction feel independent to the player? That it is not under their control - eg it is the GM who tells the player that someone is coming; and then, when the player has their PC enter the storeroom, that Pattycakes is a separate being, whose responses are not under the player's control.
I am so sorry, I do not manage to parse your question, and need to put my children to bed. I will try to get back to this and make a new attempt at parsing it if you have not clarified in the meantime
