hawkeyefan
Legend
Bad things that has nothing to do with the lack of skill is a bit weird. Like the extremely unskilled cook somehow getting struck by lightning every time they burn the sauce.
I have no idea what this has to do with anything.
How many times must it be stated that drawing attention is not a problem for most of us? It is conjuring the cook that is the problem. How do we know that the failure conjures the cook? Because it say in the example that we know there would be no cook on success.
The original example was… as has been pointed out many times… flawed. The consequence should follow logically from what’s been established. A kitchen implies a cook. The failed roll means the cook has been alerted to the lock picking. A successful roll means the cook’s not alerted.
This doesn't make sense? We are not talking about dependencies between fictional characters at all? If you talk about why the probability of there being someone around to hear the lock picking being independent of the outcome of the lockpicking attempt the answer is that there are no obvious causal in-fiction mechanism that could connect these and hence the mind expect these to not be correlated. If the mind register that they indeed do correlate, it will start searching for causality mechanisms, like common cause for both events. Stopping the mind from doing so is called "suspension of disbelief" and is something we want to keep to a minimum in the kind of games many here like to play.
So here’s the thing… a causal relationship absolutely can be established. See immediately above.
You could also choose to narrate an unrelated consequence. But why would any GM do that?
Except maybe in an online discussion to try and portray the method as flawed.
Ok, I think I now might have gitten sufficient understanding to have a shot at introducing a less inflammatory terminology. Instead of GM-driven or GM-centric play, I think GM-provided play covers this concept you seem to describe much better, while being much less prone for inflammatory interpretation. I think no trad GM will feel insulted by it being insinuated that they provide the toys the players play with. They will however be insulted by it being insinuated that they for instance take a driving position on how the players play with these toys or that somehow the play revolve around them personally rather than the player's interaction with the toys they have provided.
But it’s more than that. I don’t see how people can push against the idea of the player’s roll being connected to the outcome for hundreds of pages and then try to claim that play is player driven.
Respectfully, there have been maybe a dozen comments clarifying that the issue is not the cook's presence in the kitchen in the abstract but the cook specifically being there on a failed roll but not a successful one. If the cook is always present, fine. If the cook is in the next room and comes because of the failed check, fine.
Always present where? In the kitchen specifically? Or just in the house? Couldn’t the cook’s location depend on different factors? Is a GM really not able to decide that a failed lock pick brings the cook to the kitchen?
Again… a GM could choose to narrate things that don’t make sense. But why would they do so? Why would a GM instead not try to come up with sensible events?
But if the cook comes to check things out on a failure and does not exist on a success, not fine.
Why wouldn’t they exist? They’re just not in the scene as established on a success.
Then why does one lose hit points through discrete effects? And why do those effects cause differing amounts of damage/hit point loss, much of which is distinguished from each other via types of damage?
Gameplay?