Enrahim
Hero
Now you compare reading runes with falling. That is not fair.Differences abound.
1) the significance of the details being ‘filled in’. For example - What the runes mean is a huge detail whereas what causes you to fall is an extremely minor one.
How is the meaning of the runes determined in a trad RPG? Pay particular attention nothing prevents a DM from postponing making that decission until it has been verified that the characters actually decipher them. The fact that the procedure could allow for making this possibility collapse in advance, doesn't change the causality properties of the situation.
This is part of my argument. Who say the players are not upheld to the same standards of taking into account the entire possibility space and plausibility treashold in this game, as a DM in D&D?2) how the GM in d&d chooses the specific narration is done with the whole probability space in mind and if asked to pick will pick among the most likely outcomes and probably the most likely outcome (or roll for which of those). This is not the process for the narration of the GM or player in the runes example. There is a lower threshold of plausibility that must be met, but beyond that and a few other constraints nearly any outcome can be chosen for whatever reason one desires. So for the player it will be outcomes directly speaking to character goals, which is basically the whole point as that’s how player driven is achieved in these games.
Or said another way, if the GM in d&d chose significant outcomes the same way as the player chooses in the runes example, it would be straight up railroading.
(Indeed standard advice in some modes of D&D is that the DM should let their preferences as to "coolness" or "entertainment value" affect how they pick the outcome. So your observation isn't even universal to D&D)
Your argument seem to make an assumption that might be sound, but is far from explicit in this case.
Yes, I pointed out there is a difference in terms of what is resolved: success at a task vs outcome of a situation. This make the scope of possible questions that can be resolved broader for the second kind. However this alone do not imply any causality difference. The resolution has still the same form: One of two outcomes is selected among. The details of each outcome need to be selected among an innumerable number of possible detailed outcomes. This selection results in a de-facto collapse of possibilities in the fiction that do not have an in-fiction causal explenation.3) in d&d players don’t just achieve their intent (whatever it may have been) with an action declaration on a success. They succeed at a particular task. Now if players then self limit intents to ones that can be achieved via succeeding at a task, then they will achieve those intents, but that just goes to show the difference lies in the scope of intents they can choose and still have come true. The runes being an example of a much broader intent than would be allowed to come true in d&d just because the player succeeded.
The fact that for trad the questions answered this way is restricted to a particular form doesn't strike me as particularly relevant from a causality perspective. The success or not of a tasks can still have very wide ranging implications, as scope of "task" is not restricted. For instance in Birthright there are rules for letting the success of a entire diplomatic mission be resolved in a single roll. (IIRC)
Last edited: