What I was trying to say is that the play techniques and play loops we commonly associate with D&D and similar games do an excellent job of bringing the moment-to-moment experience of exploring foreign environments and situations where player characters are acting upon others - are the disruptive forces - where everyone is reacting to them.
Scene framed play does a much better job of bringing the sorts of experiences where NPCs are acting upon player characters and want things from them. That it handles visceral social exchanges and more dynamic environments better than GM mental-model oriented play. This is particularly true in the sorts of situations where NPCs want things from each other as well. It's easy to frame scenes that feel real around this stuff. It's very hard to model discrete NPC interactions when they are trying to influence one another. Hard to be in the headspace of multiple characters at once.
Scene framing also requires a rich context to even function. I need so much more information to determine what is an appropriate response than the more isolated information environment you need to evaluate task resolution.
I was remarking that we always compare and contrast using the sorts of situations task resolution is best at and scene framing is not really interested in. Locked doors and moving through your environment in isolation are not conflicts. They are things on your way to conflicts.
I still really do not get what you are trying to say.
Map and key task resolution also works very well on larger scales. Hex crawl is as map and key as you get. And the standard dungeon turn is 10 minutes. It is not like moment to moment play is what this style of play was originally designed for. Your court scene could trivially be resolved by a 3 way diplomacy check representing 2 days of heavy negotiation. And it can be easily broken down to any granularity desired by the group within the task based framework.
So it seem like what you are saying is quite damning about the alternative approaches. At least if they are not able to handle moment to moment play (which task based resolution does), you really need to make the case for how they are significantly
better than task based in high context situations for it to realy sound meaningful to consider it at all?
But then you advertise "Active scene framing". I do not know what you put in that word? Does it differ significantly from:
Players: We want to stay awake outside the assassin cell hoping they might talk in sleep and reveal some hints.
DM: OK, do you want to get the prisson chief to let you in, or do you maybe want a more sneaky approach?
Players: Let us try the chief first
DM: You enter a sparsly furnished office...
And if so, can you explain how it helps for this more complex situation?
(My Google found only examples consistent with the above exchange, like
Scene Based Play | blogs and
The Art of Pacing – Part 2: Scene-Framing and maybe most relevantly
Scene Framing
indie-rpgs.com
I absolutely fail to see how this require a lot of context, how this is superior with active NPCs, and most importantly how this differs in any way from all out of dungeon D&D play I have ever experienced since I started in the mid 90s? EDIT: Oh, I sort of did a minor hex crawl once, but that also was almost reduced to fast travel between scenes or dungeons)