Okay? Not sure what that has to do with what I said.
You said the atomization of actions is "unnatural". I disagree. It's a different way of handling things but I find it quite natural. If I attempt to hit a ball into a pocket while playing billiards a successful result could mean that I continue my turn or it could mean I win the game if it's the 8 ball. While D&D doesn't generally have levels of failure (I think they may discuss it in the new DMG) failure could mean everything from it is no longer my turn to I scratch so it's ball in hand for my opponent to I lose the game because I was shooting at the 8 ball.
All of those options are handled in a simple and consistent manner and the complexity of billiards doesn't approach the complexity we get in RPGs.
This seems to imply that the world waits for the character to decide what to do next... but I don't know why that would happen.
I don't see why not. The world is still in motion of course, the action taken by the character may be immediately followed by some other event but that other event will have not be triggered by the action taken. Occasionally that event could be interrupted by the action taken if, for example the character successfully closed a portcullis on an approaching enemy.
I would expect that in most RPGs, whether trad or narrativist or whatever other label we could apply, the GM absolutely could narrate something happening after the failed attempt.
Other than it worked or did not? I see no reason for extra narration to be necessary.
Even at its most basic, you'd think any other characters involved in the scene would have an opportunity to act.
Did I say they could not? The character attempted something, it worked or it didn't. If we're in initiative order the character may or may not be able to do something else. If we're not in initiative play continues as normal and it's up to the players to decide what happens next.
And this comes up when? Like, when the PCs are in town? Or when they're in a potentially dangerous location?
Or does that really not matter?
I ask for a roll if the action attempted is uncertain. As we've stated many times. You do know how the game works, right? If an action can be completed given enough time and time is not an issue then the action is automatically successful and there is no need to ask for a roll.
According to you, the two situation have the same stakes.
I still don't care about stakes.
Yet, you describe one as not even worth playing out. This implies that a level of danger being present is also a reason to have a roll.
Because it would be a waste of time.
And as I've said several times... because there have been comparisons to how "nothing happens" is "more realistic"... look at the two situations not as a game, but as something that's really happening. Would you really say that these two thieves are facing the same consequences?
Yes, they are either opening the lock or not. I wouldn't bother playing it out, you were the one who came up with the scenario.
Again, you're reading things that are not there.
I didn't say it's bizarre for people to run a game differently than mine. I said believing that these two thieves are facing the same consequences is what's bizarre.
Because you care about consequences other than whether the lock is unlocked. You bundle the action of picking the lock together with the consequences of what happens after the action. As a GM and referee I do not. Therefore it seems pretty clear that you consider my definition of consequences bizarre.