This is a really good question, and it relates to the fact that I've been working on this game for a long time. It's older than FitD games, PbtA and even Fate. Back in ancient times, you would see a lot of die rolls made simply because it was just seen as "realistic" to make them. If you were sneaking into a fortress in AD&D there would be so many die rolls that you were just rolling to see when you would fail. I remember making ... and calling for ... die rolls that I sort of dreaded because it was just expected.
I compare that to the Position Roll in Blades in the Dark. You roll a single check to see how far into the process you got based on your approach.
In 2024, is it necessary to keep that language? I would say no, except when we've had discussions of how to run a session here (I was going to say "run a scene" but that terminology can be controversial) you still have people who want lots and lots of checks that pretty much amount to the same thing. That description right there has been one of the things that's been controversial when talking with GMs rather than players. The players don't seem to mind.
My attitude (and this is really what I'd call the modern RPG approach) is to have fewer die rolls but have them be more impactful. Players also have resources they can use to improve their results, but they have a limited number of them so I don't want to reward someone for making a check with ... another check.
I'm not questioning "consequences resolution", which I agree is "the modern RPG approach" (a great example being the relocation of the relevant rules in the 2014 DMG to the 2024 PHB), but more homing in on the way your text in 2. points to "consequences" while in 3. it points to "stakes"... the latter being something "we care about". The implication I'm curious about is that the "consequences" might
not be something we care about: is that your meaning?
If you do not mean that there can be consequences justifying a roll that we
do not care about, then aren't 2. and 3. just saying the same thing? Concretely then, I am asking if you intend any substantive difference in meaning between 2. and 3.?
No, I don't think so. If a player is not both wagering something in some sense, and potentially gaining something, then where's the juice? I mean, there may be corner cases in the flow of play where things are a bit deferred or contingent, but both elements exist.
Yes, to my reading 2. and 3. are or ought to be counted repetitions of the same thing: the roll is meaningful because we're wagering on it something we care about. I think "stakes" is just the right word for that, due to its historical association with games (I write with Poker stakes in mind.) The reason I find that interesting - that these should be consequences that we care about and agree to wager - is that I have a notion that
stakes elevate our play.
To try to show what I mean, consider what happens
for me the player seated at the table when I describe that my character swings their sword at a dragon and roll 20... a critical hit! Thus far, nothing I'm doing at the table is especially heroic. Rolling a die is trivial - it is no more difficult for me to roll a 20 than a 1 - just as it is no more difficult for me to describe my character swinging a sword at a dragon than it would be for me to describe them making a cup of tea.
The way in which stakes elevate all that, is that supposing we're playing in some sort of OSR mode, the consequences of missing could well be that the hours of play I've invested in levelling my character are wiped clean. Reset to zero. And (let's say) that's something I care about. The point here isn't that one should specifically care about character death, but rather that wagering something that I - the real person at the table - does care about elevates the roll. I
care whether it's a 1 or a 20. Supposing that I also have the choice not to make the wager at all - to flee, in my example - then there is both a fictional and a real sense in which it is bold to take on the dragon.
One could observe that would be true whether or not I rolled dice to do so, yet to elevate the real act the result must be uncertain. Otherwise there is no tension - I'm betting on a guaranteed outcome which isn't really a bet at all. I believe "stakes" to be just the right word in connection with play, due to the sense of wagering something material where the outcome is uncertain.