1) You're working off of a definition of "Fiat" when it comes to TTRPGs that isn't helpful to understanding how play is differentiated by various forms of systemization. All GM decision-making isn't "Fiat." When it comes to GM decision-making, there are systemitized constraints, systemitized-directives, and systemitized-incentives and whether you can opt-out of any/all of them at GM discretion. A game like Dogs in the Vineyard (for instance) will tell you "do this", "don't do that", "when you do this other thing then this rewarding thing will occur", and "if you don't do this thing, then this punishing thing will occur." The combination of these things curate a GM's decision-space away from subset of choices and approaches and toward a different subset of choices and approaches. Further, these things are not opt-in/out at GM discretion.
I'd like to get a bit clearer about what I'm addressing. A claim was put forward that "all closed scene resolution is conflict resolution." That's a strong claim and my first question is simply: is it right? I have been told that the distinction between task-resolution and conflict-resolution comes down to being
precisely in the sort of relationship that obtains between succeeding on the check, the GM's authority over the fiction, and what happens next.
Accepting that for the sake of argument, means that in order to decide if "all closed scene resolution is conflict-resolution" I should test whether any scene resolution is
not conflict resolution, e.g. task-resolution according to that definition.
Actual GM Fiat does not have these distinguishing characteristics. Instead of system, only the GM curates their decision-space. Further still, overwhelmingly, choices and approaches or subsets of them are almost entirely (or entirely) opt-in/out at GM discretion. Such a game might, contra to DitV, do none or few of those 4 things in the paragraph above and/or they might simultaneously tell the GM "feel free to opt-out or opt-in to any/all of these as play unfolds and as your instincts/discretion take you."
I used "GM fiat" to mean "GM's authority over the fiction, and what happens next." You've now postulated the additional stricture that GM-fiat is - if I understand correctly - not impinged by rules.
I would take a philosophically skeptical position toward knowing anything about what a GM who is both deaf to player intentions and blind to rules. We've denied ourselves knowledge on that score. To make that a little clearer, what we have said is that no game with rules presents a case of GM fiat, because GM fiat is the case where rules don't apply.
I suspect what you describe by "GM fiat" is Baker's case where GM
inconsistently follows rules: is that right? If so, unless we can describe the nature of their inconsistency - is it random? is it perverse? - I would again be philosophically skeptical toward knowing how a game they run might go.
What purpose does obliterating the distinctions of these things and their impacts (on the cognitive space of the GM, on the cognitive space of the players who are playing a game governed by one vs the other, on the experience play at both the moment-to-moment level and at session-level) serve? I can't fathom any good reason why one would do this?
GM framing of situation (establishing initial conditions) in a closed scene resolution game is not Fiat. The inputs and choices made in framing are systemically constrained and informed (both the mechanics and the components of play that inform the constituent parts of the framing) and the GM doesn't just get to opt-in/out of their system-directed job at their discretion.
I was pondering this tonight, and I can accept that it is disturbing to have distinctions undermined. Again, my sole purpose was to answer the basic question - is it right to say that all closed scene resolution is conflict resolution? I picture that you come to this discussion with that settled in your mind. You can hopefully see that it is not only not settled in other posters' minds, but also to them feels like an essential piece of foundation to lay. One of the first steps in any investigation is establishing shared predicates.
I considered taking a - for the sake of argument let's say that - approach, but I felt that would lead to problems down the line, when notions came up that rested on predicates that I might not accept. It seems better to get firm on those first.
2) I'm not going to watch a Blades in the Dark video. I probably watched it in 2017 or whatever and by this point I've probably GMed more Blades in the Dark than almost anybody in the world not named Jon Harper (and I might even be able to give him a run for his money in terms of total hours GMed in the game).
Blades in the Dark isn't a closed scene resolution game. Blades in the Dark absolutely features various conflict resolution tech (Clocks in particular), but its not a closed scene resolution game like Dogs or several other games. It is a snowballing resolution game which features an abundance of conflict resolution and other tech.
In hindsight this was a poor choice of example, sorry. I was not saying that BitD presented here an example of closed scene resolution, rather I was thinking about clear examples of GMs ending a scene and recalled that one. It stuck in my mind because Harper says something like - "I'm going to end the scene here." I don't know if you saw my post a few threads back, but I committed to providing concrete examples where I could. I felt I had one here, but I see it lead to concerns about looking for a smoking gun or whatever, which couldn't have been further from my mind.
1) Considering "goals" either (a) too much in isolation or (b) too globally or (c) entirely out of context of the particular game in question. Again, we're now careening wildly away from the very specific conversation of goals/stakes in closed scene resolution (which is a form of conflict resolution...and after we have that fully canvassed, we can discuss other forms of conflict resolution and nail down "what these various forms of resolution share and what they do not share"). But, I'll humor this:
"Goals" at the Score level (which, again isn't closed scene resolution) are 100 % player-derived. They want to do this Score vs that Score and their thinking is invested with all of (i) individual PC protagonism (personal motivations and goals) and (ii) Crew protagonism (collective motivations and goals):
* Take out my Rival.
* Protect our Friend/Contact.
* Gain allies or help our current allies.
* Hit our enemy where it hurts/while they're weak.
* Hit our enemy in such a way that achieves misdirection and pits two of our enemies against each other.
* Gain this Claim or open up this other Claim on the Map for later.
* Prevent this Faction/Setting Clock from going off.
* Earn this beefy Payoff.
* Remove this amount of Heat/Wanted Level.
On and on and on.
These Goals inform both the general shape of the menu of prospective Scores that players mull and then inform the specific one they choose from their derived subset.
2) Confusing what Payoff is. Payoff is a part of the rewards/upkeep/maintenance phase of play after "the goal cake has already been baked." Its "the receipts." You get your Rep, your Coin, and we discuss if a district Crime Boss in play and what the fiction is for that and whether they pay them off or whether they suck it up and we start a clock for your comeupance. This is all principally constrained/guided and systemitzed and, again, has nothing to do with player goals (because the goals led us here in the first place).
Unfortunately this is all misdirected by my poor choice of example. I simply wanted to point to as literal a case of "GM ends the scene" as I could recall, and to suggest that there's really nothing stopping a GM from ignoring player intentions while still following mechanics that deal with the necessaries. Given you want to reserve "GM fiat" to mean a GM who ignores or unreliably applies mechanics, let's insert a GM who we're satisfied can't deliver conflict-resolution because they ignore player intentions, but does follow rules. Where any rule would require them to heed player intentions, they simply insert intentions that suit them in their place.
Why picture such a GM? Because the strong claim - all closed scene resolution is conflict resolution - ought to withstand any sort of GMing that isn't conflict resolution. It should be impossible to imagine doing the things necessary to achieve closed scene resolution while interposing GM authority between player goals and what comes next.
Maybe this is not going to work. This conversation is looking like some collection "wandering through the corridors of our mind meets a spray of conceptions/priors" rather than focusing on very specific game tech, nailing down exactly what that thing is/does and then working outward from there to nail down "what other forms of conflict resolution are" and "how this diverges from task resolution."
Let me say this as straight-forward as I can.
I 100 % know that task resolution and conflict resolution are not only not the same things, but, phylogentic tree-wise, their common ancestor is sufficiently far apart that they're only superficially recognizable as even linked. Further, GM Fiat is not the same thing as systemically constrained and systemically-directed, GM decision-making. Right now, it feels like the work that we're putting in is coming from a position of obliterating the significant differences in these things and the methodology of attempting to prove the lack of differentiating characteristics is a winding conversation that is pulling random anecdotes from all over the place in a "look at this thing"..."ok, what about this other thing"..."ok, what about this" "ok look at this <thing I think is a smoking gun>."
Maybe not. The only question I'm addressing at this point is whether all closed scene resolution is conflict resolution. If it helps, my intuition is - probably not. It's probably possible to conjure up a version of closed scene resolution that isn't conflict resolution. And something that
isn't riding on that is whether task-resolution is the same as conflict resolution.
I'm desperately trying to focus like a laser beam on core concepts of closed scene resolution and we're suddenly talking about Blades in the Dark (which doesn't feature it) and what appears to be either "goals at a global level" or "Payoff not directly indexing goals (which Payoff does, in fact, index goals insofar as "Payoff is the reward phase of Downtime where the receipts of prior evinced and recently actualized goals are materially rewarded via system-directed procedure."
Can you say anything about why you feel it's vital to explain the core concepts of closed scene resolution at this juncture? The only aspect of them that I feel is in doubt is the assumption that
all closed scene resolution is
necessarily conflict resolution. But I don't see any particular reason you couldn't just assert the constructive characteristics, and motivating utility and virtues, of cases of closed scene resolution that
are conflict resolution.
EDIT To avoid being disingenuous, I should add that conceding the possibility of closed scene resolution with task-resolution would open up a path for folk to lay out design patterns, best practices and perceived benefits of that. Those wouldn't be expected to be the same as with conflict-resolution, but one might dislike the possibility nonetheless.