Well, at least that last bit is definitely one of the frustrations I've had thus far, and one of the reasons I ask for things like specificity and avoiding vagueness.
Alright. I guess I need...a lot more explanation why one thing is "creation" and the other is "color" when, as far as I can tell, both of them are in fact creating things in the world. The climbing example in particular, saying "your handholds were crumbly" has, in every way that I can tell, exactly the same
effect on the player: the wall you thought was sturdy was crumbly, and that is what caused you to fail. The one and only difference I can see, which does not to me
at all turn "creation" into mere "color", is that one speaks sweepingly of the entire wall without exception, while the other speaks only of the coincidental hand-holds the character just happened to grab. But the essential detail--the wall you thought was sturdy was crumbly--is a new truth generated in both paths, and it is specifically a new truth generated
in response to mechanics indicating failure, and retrofitting that explanation onto the world only after the action has been known to have failed. I don't see, for example, how the presence of merely
some crumbly hand-holds doesn't rise to the level of affecting decision-making. If the player were informed in advance that there were crumbly hand-holds, surely they would specifically take pains to avoid such a thing, just as they would surely avoid climbing a wall they could see was very crumbly, assuming they have other choices.
And then, for me, the cook is
so obviously a "small" change that it's really difficult for me to see how it could be not only a "big" change in your view, but so
inherently a big change that you couldn't understand how anyone would see it as a "small" one. At risk of over-analysis, these would be my reasons:
- I expect any human(oid) being to move about. They don't just sit on a single chair nor stand in one spot for hours at a time: they go to the bathroom, they move around the room they work in (even a kitchen!), they gossip, etc.
- I expect a manor-like, "country house" type building, hence why I called it "Château d'Ys", to have an external garden for growing both herbs and food, which a cook may need to visit at all sorts of hours.
- In a house owned by someone either wealthy enough or black-market-connected enough to have a fabulous ruby, I expect a variety of servants, who may change shifts, or have a mix of on-site and off-site dwelling.
- Many medieval-, renaissance-, or post-renaissance heist-type experiences exploit the fact that servant entrances are often a point of weaker security, since they need to accommodate people coming and going at all hours
- Because of the previous, I expect a slight uptick in security, especially if the lord/lady of the manor has a valuable prize; e.g., a lock harder to pick than the front door, since the servants' entrance is out of sight, and folks occasionally checking it
As a result, one might know
that a cook is probably around (e.g., Lilia might see lights on inside the house, and thus know there are people to be avoided), without specifically knowing
that the cook is in fact coming to the door right this second. Hence, I see a one-to-one correspondence between:
(1) player rolled poorly to climb, so (2) the GM knows that failure-related narration is required, so (3) the GM narrates that the PC climbed an otherwise-sturdy wall, but happened to rely too much on one crumbly bit and thus failed
and
(1) player rolled poorly to pick the lock, so (2) the GM knows that failure-related narration is required, so (3) the GM narrates that the PC found the lock unusually difficult to work with, and thus the extended
time spent picking means the cook is (about to) exit the door
Both of these look like the use of, as you say, "color"--things that, at best, were plausible but unstated possible facts--to
explain the failure, after the failure has already been rolled. The creation of a small but, in context, essential detail, and in specific a detail which has been added to the world in order to explain the failure. Both things look, to me, like all-but-identical modifications of the world, specifically because the rules told you you needed to modify the world in order to explain why failure occurred.
Well, as noted, the cook to me doesn't seem like a "big thing". Very briefly summarizing my bullet points above: I expect a cook in Château d'Ys to be mobile for both personal-interest and professional-task reasons, and I expect a servants' entrance to be a prime target but
understood as a prime target, creating conditions where house staff are a plausible but (potentially) manageable danger.
I'm certainly willing to hear proposals, though we may need to work out a bit better whether a given thing should be considered one side, the other, or (potentially) intermediate. One primary concern that arises almost immediately is: Will this standard be based on how
informed the players are? I don't mean their characters, I mean the players themselves. Consider evaluating where "a moving cook" would be judged to fall. If that depends on (say) whether players know or don't know that it was
extremely common for well-to-do estates prior to the 20th century to have lots of external things to use/check, e.g. vegetable garden, herb garden, root cellar, henhouse, etc., then we kind of have a problem again. That means, as before, the exact same circumstance, even for the exact same GM and table, not only can be but
must be evaluated differently simply because the players' knowledge, completely independent of the game-world's contents, differs.