Enrahim
Adventurer
I gave a quite extensive answer to this previously, but that is a bit dense, and relly on terminology I have since rejected. I'll link it at the bottom, with will try to reformulate the key points and shorten it to highlight your concern (Edit: I failed on the shortening attemptWell, I don’t mean in regard to a story. And while yes there are many games that focus on premise and character goals and the like, I just mean that anything we do in play… and I mean any game for anyone… barring some rare cases or one offs… involves the characters and the world interacting.
So the idea of an independent world just seems weird.

I guess you are familiar with theory crafting around what might have happened in tolkien's world that is only hinted at in tolkien's writing? We are not talking about fan-fiction, but serious research into what could have happened, combing trough unpublished material for clues. This is a relatively fringe activity, but those engaged in it appear to enjoy it a lot. They also appear to assume Tolkien himself did not resolve himself the questions they ponder, but that doesn't deter them in their activity.
This activity do not make sense without treating Tolkien's world as if having some sort of existence beyond the minds of the examiners and Tolkien himself. This notion of world independence is fundamental to the activity they enjoy.
A certain way of playing TTRPG is closely related to this activity. The key difference is that the players allow themselves to interact with the world in a very limited way. The players can affect the actions of a single character each within reason (no actions that would be clearly out of established characters). This is a breach of the independence of the world, but in such a limited way that most of the world still feels independent. And that is important, partly because curisity about seeing how this independent world reacts to the limited interactions are one of the big motivating factors for this kind of play.
Limiting these reactions to only be concerned with character actions likewise are clearly important for the purpose of the game. The stronger and wider the direct connection between the players and the world become, the less independent the world become. Similar if the characters are connected to what happens in the world more strongly than what fiction alone should suggest this corrupts the reactions that the players are curios about.
New perspective
Conway's game of life is a fameous simulation. This is in itself not a game, as it do not feature any interactivity. Still it is rich enough that many find studying the patterns that emerges from this simulation fascinating. However if you introduce limited interactivity and a prefered state to this simulation you suddently have something that could clearly be recognized as an interesting game.
The resulting game would not be possible or remotely as interesting without the rich underlying simulation creating a system that can evolve in facinating ways even without any input. Moreover if you allowed unlimited input the game would not be interesting at all as it would be trivial to get to your prefered state. The more input you allow the less prominent the independent rich simulation become. On the other hand you get quicker toward your prefered configuration.
And I think this illustrates very strongly the tradeof we are talking about. All TTRPGs have a fiction that creates a rich backdrop for play. For some just watching how this fiction unfolds with minimal interaction ability is just what they want. For others the challenge of trying to force that fiction toward some prefered state with limited means is what makes the game for them. For others it is all about exploring how the fantasy looks like around the preferred state that is interesting - so getting there should be as frictionless as possible.
For two of these groups limiting the level of direct interaction between player and world make perfect sense. For the last it doesn't really make much sense at all to limit it beyond what is needed to still make it feel like a game rather than an exersise in freeform storytelling.
Edit: And of course the standard caveat. These are not groups of players. These rather describe motivations, and all players have a mix of these motivations with different weightings.
I think it is important to understand why a result "feeling unrelated to" the check is a really bad thing in a certain style of play.
First, I am going to assume we are here talking about the weirdly entangled resolution style (7) as described in my taxonomy of quantum D&D General - [rant]The conservatism of D&D fans is exhausting.
This resolution style is for course unproblematic if pursuing a nartivistic agenda - indeed it has some very nice properties allowing narrative to be formed around what the themes players find interesting enough to engage in.
I think a problem here is that for those that feels that this is a bit off the obvious way to formulate their concern is in a gamist way - that the entanglement break agency as it muddles what the consequences of an action could be. However this is not a fundamental issue with the process. As most games lay out the mechanism in play it is fully possible to reason around it for someone entering the with the right mindset and experience. I think this is where quite a bit of the accusations about ""conservatism" come from.
I believe the big issue with this approach lies on a metaphysical level that is very hard to both recognise and express. This is more similutionistic in nature. It is about how for players has the concept of a paralell fantasy world with a sort of "existence" outside of ours are central to their core enjoyment of the game.
When tolkien enthusiasts try to reason around what could have happened with the blue mages, they are (normally) not trying to make up anything as dramatic as possible. They are trying to use what is known to deduce what they think would have happened as if something actually did happen with them in this fictional space. I presume everyone involved in such activities are very aware they are talking about a fictional setting, and I guess most assume Tolkien himself had not settled on an answer to this. So we are talking about people exploring a fictional space that is in one way not in anyones head, but still is atributed a sort of independent "existence"
In TTRPG we allow ourselves to go visit one of these fictional worlds trough "inhabiting" one of the creatures in that world. We get to see trough their eyes, and to some extent control their actions. This is an inteference of our world with the fictional world that I believe all TTRPG players accept. But note I stated the player controls the character to some extent. In many groups, If a player has a character behave in a way that is inconsistent with what that character is believed to be in this seperate fictional world, that is a foul. That is the player overreaching their divine duties to not interfer directly with what is happening in this fantasy world. They are bringing aspects of the real world (player actions) into the fantasy world in a too overt maner, hence tainting the experience.
And this lead me to the critisism against the weirdly entangled quantum that I do not think can be easily brushed off as conservatism or misunderstanding the entire deal: This is clearly a more overt case of something happening in the real world affecting the fictional space, than a player acting a bit out of character. Indeed it is so bad it is seriously threatening the entire integrity of the fantasy as having any sort of independence from the group that is playing.
It might be argued that this entire independence is an illusion, and that might be right. But that is completely missing the point, and might even be a bit cruel. For many this illusion is essential to what they find enjoyable with the activity.
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