Is it unrelated, though?
From
here, as an example of "Simulationism over-riding Narrativism":
A weapon does precisely the same damage range regardless of the emotional relationship between wielder and target. (True for RuneQuest, not true for Hero Wars)
When playing Marvel Heroic RP/Cortex+ Heroic - a RPG that was designed, after all, to evoke the mood and feel of super-hero comics - emotional relationships, aspirations for things, etc are relationships that matter as much as causal relationships.
As I posted not too far upthread, in reply to
@thefutilist, MHRP uses a system of Scene Distinctions. The strange runes were one such. So the framing of the scene
invites the players to invest in what these runes might be. In the context of just having been teleported who-knows-where-in-the-dungeon by a Crypt Thing. What is salient, at that moment of play, is the fact that the PCs are Lost in the Dungeon (each has a d12 complication with this label). The strange runes are an element of the scene, called out as such by way of a Scene Distinction; but
what they say is not itself inherently at stake. If the players had chosen to ignore them, then that would have been that unless I, as GM, had taken it upon myself to "activate" them in some fashion (using the Doom Pool in an appropriate way).
When a player
choose to make the strange runes a focus of play, they establish a connection - of interest, of possibility - that
matters to the resolution. To describe it as
unrelated is to assume what is false, namely, that resolution is governed by a certain sort of "simulationist" priority.