Pedantic
Legend
I would describe that as a quite radical conception of negotiation. Failure to follow the rules in most games is regarded as either cheating or error, depending on the situation, and what you're describing above is tactical or strategic discussion (or possibly quarterbacking, depending how everyone feels about it and how well received it is). Negotiation requires the situation exist outside the rules, or not be determined until the two players reach an agreement. If an outside party with perfect knowledge of the rules could have taken the actions of those players and reached a conclusion about what happens next, then there is no negotiation happening.In my experience, the need to revisit and reevaluate the negotiations happens quite a bit during play. Reminding another participant of a relevant ability or situation, or clarifying position or situation so that everyone is on the same page.
To my mind, all of this is clearly negotiation. It’s discussion aimed at making sure all are in agreement.
The unique (and imagination driven) aspect of TTRPGs is that the board or game state doesn't exist in objectively verifiable form that can be referenced by all the participants. The traditional conception is that one party (the GM) is responsible for maintaining that board state, and thus can be queried for clarification about it if it's unclear to the players. It's obvious that such a system is imperfect and might lead to confusion, but it's very much rounding up to push that to negotiation. Surely negotiation might occur, but it's not the intention nor the point of process, and privileging it as the primary rules interaction changes the experience. Less charitably, it also leads to a reductive analysis that underlies so much of this; the GM maintaining the board state doing so imperfectly can lead to the same result as the GM determining the board state moment to moment, but that doesn't mean they are the same thing.