Thank you for your extended example! I think I now see where communication went wrong. I followed the reply thread quite a bit up and see that at some point
@pemerton at least we're talking a bit about systems with intent based resolution where success guarantees intent. The Desert Rose problem was formulated in this context. It appear to me like you saw this desert rose example and interpreted that as somehow as a critique against narrative games in general. You also likely saw the related discussion about the distinction between task and intent and didn't realize this wasn't about how to
describe outcomes of a check, but rather how to
determine the outcome of a check.
I think you have now solidly demonstrated that DW (at least in the pick lock case) do not have this system property. In other words this criterion do not apply:
And as such this is not a game that presents the problem
@Lanefan was struggling with.
There do exist systems with this property though. I think Lanefan's observations related to how implementing such a system is detrimental to hide and seek play is not something that can be easily dismissed, the way it appeared you were doing it
Well, more my point was that this is...a pretty easily foreseeable problem. As in, essentially every designer of a narrative game is going to see this possibility many miles away. Long before any books hit the table, designers will
already know that absolute total freedom where ANY not-explicitly-nixed intent is 100% perfectly acceptable always forever...is going to lead to bad results.
So harping on this "problem" is a little bit like someone harping on the idea that a class-based game will forbid players from playing archetypes that don't have a specific class that fits them. Of course that's correct,
the designers DEFINITELY already know that, and the design will attempt to respond to this. (Or, I guess, they can just say "it's not a bug, it's a feature", but I don't know of any games that do that for this task-intent resolution process.)
Hence, while this is
theoretically a problem for
some possible, not-yet-realized game...it's functionally never a problem in any actual games
because they will be designed in such a way that, like DW, they won't permit egregiously stupid inputs. If egregiously stupid inputs are prevented, then the question becomes moot, in an admittedly uninteresting way, because the answer is simply "you aren't allowed to do that".
Again I refer back to the "how much damage does a harmful action do to an enemy?" question I raised earlier. There are many, many different ways any given game could answer that question; indeed,
most games will answer that question differently, and will often have many narrower, more-specific answers, depending on the specific context of the situation. E.g., the amount of damage a regular ol' attack roll does is, if not fixed, then at least
mostly so, barring particularly special circumstances (like a fancy magic item, or a temporary buff spell)--but the amount of damage a
cantrip does will vary depending on the level of the character casting it. Hence, it simply
is not possible to provide a clean, simple answer to the question, "In a D&D-like TTRPG, how much damage would be dealt after a successful attack roll?" You would need to know MANY additional pieces of information--whether it was a weapon or a spell, whether it was a
magical weapon (or enhanced by a magical implement/focus/etc.), what the level of the character is, what the character's stats are, whether the creature has relevant features like resistance or weakness, etc., etc., etc.
But all of that does not, in even the slightest degree, mean that, as you previously asked...
So you are saying the group need to engage in basic game design in order to play this game?
Because no, the players in D&D 5e do not need to engage in basic game design in order to play the game. But an answer that would be correct for 5e
almost surely will be incorrect, to at least some degree, for 4e or 3e or 2e or 1e, let alone systems that aren't even D&D but are in the same wheelhouse. Likewise, the players of DW or Burning Wheel or Masks or what-have-you do not "need to engage in basic game design in order to play [that] game", but we cannot--even in principle--give you an answer that would be correct
and fully specific, yet applicable to every one of these games.
Each game addresses the process in different ways, but all of them have the same
general requirements, namely that:
- Only reasonably well-established fiction qualifies as the basis for a valid intent
- It is a conversation between players and GM which determines what has been established and the degree to which it has been so
- Players have some ability to establish new fiction, but that ability is often subject to rules and requirements
- Both GM and players alike need to make only reasonable extrapolations--hence, as DW puts it, your move must "follow from the fiction" (on the GM side)/"you have to do it to do it" (on the player side)
In other words, effectively every game has in place things which simply make the described example non-applicable. I have to say "effectively every game" rather than just
flat "every game", because cannot promise that NO game ever in the history of time has ever made this kind of profoundly stupid, bad, harmful game design choice. It's certainly possible, people do stupid things all the time. But I can assure you that, if it ever
did happen, it would be an extraordinarily unusual example. Again, the equivalent of a D&D-alike game which for whatever unfathomable reason just...never told the players how much damage their attack rolls would do. As I'm sure you'd agree, it is
theoretically possible for a D&D-clone type game to do that--but it would be so profoundly foolish on the designers' part, the odds of this actually happening are effectively zero.