clearstream
(He, Him)
(Emphasis mine.) So I'm saying narrating a consequence is an instance of extrapolation. Per AW's rules, it must "follow logically from what’s going on in the game’s fiction" i.e. it cannot be anything the group would count a non-sequitur which is a determination they would make through reasoning in the fiction.It seems to me that of the following two things, the second is a special case of the first, and is of particular importance for RPGing:
*Reasoning in a fiction - that is, extrapolating or adding in ways that permits falsehoods (ie it's a fiction) but that conforms to appropriate background assumptions;*Narrating a consequence for a player's failed move/check.
The discussion of non-sequiturs, at least as I've followed it, is about the second of these, not the first.
(A Bakerian "always" isn't going to stop applying at some arbitrary point: it applies to setting up a future hard move.)
I've observed that as groups master consequences resolution, their confidence in proposing trouble more loosely causally connected while still thematically salient increases. Some game texts help them in this direction, for example twists in TB2.So the fictional situation is that Telemere and Fea-bella are poking around at the base of the structure, while - as I confirmed with Golin's player, but in a pretty cursory fashion - Golin is looking out from atop the structure. This then provides the set-up for the twist consequent on the failure: Golin sees the priates sailing down the river towards them!
Of course there's no in-fiction causal connection between Telemere's search and pirates turning up, other than the loosest one possible: the search involves hanging around by this place on the river, creating time for the pirates to get there.
But the pirates are thematically highly salient - Telemere had earlier been taken prisoner by them; the other PCs had bargained with them as part of brining them into a relationship with Lareth and his cult; when the PCs had taken a recent town phase in Nulb, they had to sleep on the streets because all the accommodations were full of pirates; and Telemere had picked up some gossip at the Nulb docks that the pirates were angry at some Dwarf called "Golin the Beardless" a rumour-mill's combination of the names of (i) the PC Golin and (ii) a pirate-associated NPC Fori the Beardless.
As you've been posting, this sort of GM decision-making, unmediated by random encounter checks, might be out-of-bounds for typical "trad" play. But it's of the essence of Torchbearer! It's how the GM makes the game go!
They can be immediate obstacles—you’re ambushed while you dither at the door!—or something that causes trouble further down the line.
Approaching pirates seems like an example of trouble further down the line. The difference @AbdulAlhazred has illustrated is reified in the designed procedures, which generally must sayWho chooses the consequences? The rolling player? A different player or players? GM? In some play styles, players expect to know what can go wrong, and roll only if they are comfortable with those stakes.
When must they choose? A common approach is to agree up front that there will be consequences (aka badness, a hard move, a twist), but defer specifying them until the roll fails. Where that is built into system, as in TB2, any roll is perforce consequential (rolling systematically entails consequences.) Notice the difference from approaches where a roll is called for only when it has a chance of meaningful failure, which implies that the consequences are in sight up front.
That second requirement - when must they choose - offers designers a choice betweenIf we are rolling dice, then we are going to see consequences
If we can see consequences, then we are going to roll dice
Procedural differences might have arisen out of background norms or philosophies of play, but once implemented cease to represent any division in what is available to one play style over another. The choice has many implications, but differences in the resultant fiction can be rather subtle
Telemere rolled for search and failed, so GM narrated approaching pirates
GM narrated approaching pirates, so Telemere knew searching would call for a roll
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