What
@pemerton is almost certainly saying is that the lock is a barrier between the PC and their goal, which is whatever lies behind the lock (the other side of the door, the inside of the chest), and the lock is not the actual goal. Unless it's a lockpicking contest. When they fail to do so, they fail to get to their goal.
I'm saying what I actually said.
Yes. That's the implication of the statement as given.
No it's not.
My statement was that there is some thing, other than the mere fact of the lock being opened, that the player is hoping to be the case. I'm not an expert on logically formalising
hopes - it probably involves some sort of modal logic. But ploughing on regardless, the logical form of what I describe is along these lines:
There is some X such that (i) X <> "the lock is opened" and (ii) the player regards X as a possible description of their action (which can also be described as "opening the lock") and (iii) the player hopes for X.
That does not entail what you are asserting, which is that
For all X, X is a thing that a player can reasonably (i) hope for and (ii) regard as a possible description of their action (which can also be described as "opening the lock").
I think the lack of entailment is obvious, but in case it needs further demonstration: let's suppose, for the sake of argument, that there are N things that a player might hope for and regard as a possible result of opening a lock, where N = the number of natural numbers and where "the lock is opened" is not one of the N things. (This supposition is shown to be acceptable thus: if a player can hope to find <this many> coins on the other side of the door, then they can also hope to find <this many +1> coins.) I can exclude arbitrarily many of the N possibilities from the domain of
the reasonable and/or
the permitted, either by enumeration or by some general description (other than "all of them") and it will still be true that there is at least one thing that can satisfy
(i) X <> "the lock is opened" and (ii) the player regards X as a possible description of their action (which can also be described as "opening the lock") and (iii) the player hopes for X.
You are inserting, without any justification, the idea that the player may invent ANY other description, anything at all, no matter what, with no limitations, no exceptions, nothing. They can just directly declare whatever they like whenever they like no matter what.
That is
clearly and explicitly not compatible with anything else
@pemerton said there. Nothing--not one thing--gives even the
slightest hint that the player is somehow CONTROLLING what the hoped-for-thing is. It's simply that they do, in fact, hope for something beyond "there is now an open lock". That is the one and only thing actually described in that statement. Nothing--not one thing--is said about where that hoped-for-thing came from. YOU are the one inserting this bizarre and ridiculous notion that the player, by succeeding, gets to declare anything they like. Why would you insert that? It isn't present in anything pemerton said. It isn't included in any part of the examples he gave in things like combat actions, where the player is (for example) hoping for more than literally only and exclusively "my sword made contact with the orc" or whatever. If you wouldn't reason from that to, say, "and thus the orc popped open like a piñata and a million gold pieces fell out, why would you thus reason from "the player hopes for more than literally only and exclusively 'the lock opened' " to "and thus the door popped open and a million gold pieces fell out"?
The combat piñata example is a good one for making the point: players in D&D typically declare and roll attacks hoping to reduce the foe to zero hp, not just to be told that their weapon made contact with their foe. (And the fact that the mechanics readily accommodate this hope is is one reason why D&D has needed to have somewhat ad hoc systems, like "subduing" and "vanquishing" in AD&D, grated onto it in order to account for situations where victory in a fight is achieved via a demonstration of superior skill rather than actually killing someone.)
The question of
what counts as a permissible action declaration and
who gets to set the parameters around that is quite separate from my rather simple point about the relationship between action and description, namely, that most actions can be truly described in multiple ways and that typically what motivates the action is some hoped-for description beyond the fairly simple bodily motion (like flicking the switch, or picking the lock).
Are you saying they can't hope for 1,000,000 gold upon opening the lock? Because if not then suppose they do!
<snip>
I'm proposing that the player can hope for whatever they want when having their character perform an action.
Given that I know of no RPG which does not have rules, principles or similar normative constraints on permissible action declarations - beginning with but not limited to considerations around fictional position - I don't know why you would propose what you do, nor find it so shocking that others (like me and
@EzekielRaiden) would assume that such rules etc are being followed.
As for what happens if a player doesn't follow the rules? The same as in any other leisure game played among friends. (In my case, that means a conversation about whether we all really want to play this game.)