AbdulAlhazred
Legend
Yes, this is exactly what I'm speaking to when I note that trad style play generally tries to limit these things to immediate, proximate, events and consequences. You knock over the rocks, orcs hear you and come. In a Narrativist system like, say Dungeon World, the GM would be perfectly justified in having something totally unrelated, causally, as a move made in response. It would have to be something that followed from SOME PART OF the fiction, and obeyed the other principles of DW as explicated. It would not have to have a cause and effect relationship to the rocks falling down. That being said, probably the strongest GM moves WOULD relate causally to the situation, and even the most disconnected ones at least must follow from some doom or the results of some Discern Realities check, or respond to a bond, or other element of some PC, something like that.Non-sequiteuer stakes/conditions are a real problem for many. Triggered a player revolt a couple weeks ago in Star Wars...
One of the important consequences of this is the agency of players. In strictly trad play, the universe of following consequences is heavily shaped by preexisting content, where consequences are much more open to development and player input in Narrativist type games that are scene-framed on the basis of things about the characters.