I think the middle of this quote identifies at least one key issue: how tightly connected are consequences expected/required to be, to what the player has put at stake via their action declaration for their PC?I'd say I pick stakes, the GM picks consequences is a decent first cut here.
Well, yet in a game like AW, consequences can be causally unrelated to stakes, and/or thematically unrelated.
I'm talking in more story terms I guess. Like, if all that happens is you lose your stakes, then what really drives things forward? Consequences are where Narrativist play plugs in new stuff.
In Burning Wheel, pretty tightly connected. In AW, much looser - though not utterly disconnected, given that notions like "badness" and "opportunity" and "in a spot" are in some way relative to stuff that a player, through the play of their PC, has shown that they care about.
So, to come back to this:
Having regard to @clearstream's posts, and @AbdulAlhazred's response, I might restate it as:I always tell people that we roll dice when all three of these things are true:
1. What you do is possible but not certain.
2. There are consequences involved in failure.
3. There are stakes involved so we care about the result.
Roll the dice when a player's action declaration for their PC puts at stake something that the player cares about as part of their PC's fictional position.
When dice are rolled according to this precept, the following things will therefore be true:
When dice are rolled according to this precept, the following things will therefore be true:
*The outcome will be uncertain;
*If the roll fails, there will be consequences.
*If the roll fails, there will be consequences.
I think I've just restated say 'yes' or roll the dice, though more loosely than the particular statement of it found in Burning Wheel. Obviously it's not the only way. The Apocalypse World approach is different, and relies on a different design methodology to ensure that if the dice are rolled, it matters.