Well, I think what they're objecting to, and I'm unable to say if it relates to whatever Mr Czege wrote about since I haven't read it, is that the player could posit a goal "find the Yuan Ti" and a solution to achieving that goal "a secret door to the Yuan Ti temple". In the simplest form its equivalent to "I want gold, I search for a chest full of gold!" Now, in some games that might be a feasible move I guess, but it seems poor RPG play, at best.
I freely admit, my example wouldn't be very good clever play. The character's motivation is shallow, the player's goal could be interesting, but his attempt to shape the narrative to instantly fulfill it isn't. Obviously a GM in a realistic game would, at best, make the secret passage lead to somewhere that might be the first step on a long road to finding the Yuan Ti. HOWEVER, the point still stands, Yuan Ti would now have entered the game as a thing to achieve.
I would go further than you have here (and I think you might come along with me).
I agree that your examples (the Yuan-ti and the gold), as presented, seem like fairly unexciting play. But I treat that just as a function of toy examples in a post to make a point.
I'll give a real example, from actual BW play:
A PC has (as two of three Beliefs)
I will free my brother from possession by a balrog and
I'm not leaving Hardby without gaining some magical item to use against my brother. The very first scene, that started the campaign, found this PC at a bazaar where a peddler was offering an angel feather for sale (ie a magical item that might be useful in dealing with a balrog-possessed mage).
This sees those two beliefs (one as instrumental to the other) engaged right away. And it doesn't make for poor play at all!
Now the retort might be
that was GM framing. But I don't think that makes any difference.
In my Traveller game a couple of sessions ago the players had a group of PCs make planetfall on a particular world to try to find alien artefacts there. Traveller doesn't have a formal belief mechanic, but we could say the goal is
We will find alien artefacts on Enlil. I had established (by way of the world generation system) that the world in question had a class C starport and was TL 3; and hence had decided that the starport was an orbital station (there being no onworld starport on a TL 3 world). A NPC had subsequently let the PCs know that DNA scans on the inhabitants of this world revealed alien as well as human elements to their DNA.
The players posited (i) that the world must have markets, and (ii) that the starport would have information for tourists about markets, and hence (iii) decided that their PCs would get the tourist information, go down to the planet, and check the market for artefacts that showed signs of alien manufacture. The actual resolution was a bit Traveller-esque (ie not quite Burning Wheel or even 4e in its robustness; and even within those constraints I'm not sure I handled it ideally - as I posted somewhere way upthread): but the strucure of play was pretty much the same as your toy examples. That is, the players have a goal, they posit the solution to that goal, and then the resolution mechanics determine whether or not their solution works.
Issues of goal, pacing etc can also go the other way. Consider this (from p 54 of the BW Gold book):
Beliefs are meant to be challenged, betrayed and broken. Such emotional drama makes for a good game. If your character
has a Belief, "I guard the prince’s life with my own," and the prince is slain before your eyes in the climax of the scenario, that's your chance to play out a tortured and dramatic scene and really go ballistic.
Conversely, if the prince is killed right out of the gate, the character is drained of purpose. Note that the player stated he wanted to defend the prince in play, not avenge him. Killing the prince in the first session sucks the life out of the character. He really has no reason to participate any longer. But if the prince dies in the grand climax, c'est la vie. The protector must then roll with the punches and react to this new change. Even better, if the prince dies due to the actions or failures of his own guardian - now that's good stuff.
Another example: We once had a character with the Belief: "I will one day restore my wife’s life." His wife had died, and he kept her body around, trying to figure out a way to bring her back. Well, mid-way through the game, the GM magically restored his wife to the land of the living. I've never seen a more crushed player. He didn't know what to do! He had stated that the quest and the struggle was the goal, not the end result. "One day!" he said. But the GM insisted, and the whole scenario and character were ruined for the player.
Ron Edwards also has a discussion of this same general issue:
[A] minor problem [for narrativist play] is to resolve play-Situations rapidly and without developing them much beyond the initial preparatory circumstances: "over before it begins." This typically occurs when people are so floored by the possibility of actually addressing a Premise through play, that they hare off to do so before some RPG god notices and intervenes to stop them. Usually, this sort of play is a short-lived phase as the group builds trust with one another.
At least in my experience, the group will probably develop an understanding (based on genre, a general sense of "how the game works", etc) which implicitly answers the question of whether or not it is appropriate play to delcare as an action "I search for a tunnel to the land of the Yuan-ti."
And my conclusion is that these issues of pacing in relation to how the GM frames things; whether the tunnel leads to the land of the Yuan-ti or just a clue to it; when it is appropriate to put the prince's life at stake; etc - are so contextual that it's impossible to give general advice, other than to follow the players' leads and try not to make the sort of mistake described in the BW extract.
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These bits from the Ron Edwards essay also sees relevant to the overall discussion, although not this particular issue of pacing:
Since Exploration is best understood as a medium and tool in Narrativist play, rather than a product itself, the role of "in game reality" needs some review - not so much about who has authority over it (the usual concern in Simulationist play), but what the heck it is. The answer is, it's a medium and tool for addressing Premise, and nothing more at all.
. . .
Force (Illusionist or not) isn't necessarily dyfunctional: it works well when the GM's main role is to make sure that the transcript ends up being a story, with little pressure or expectation for the players to do so beyond accepting the GM's Techniques. I think that a shared "agreement to be deceived" is typically involved, i.e., the players agree not to look behind the Black Curtain. I suggest that people who like Illusionist play are very good at establishing and abiding by their tolerable degree of Force, and Secrets of Gamemastering seems to bear that out as the perceived main issue of satisfactory role-playing per se.
Producing a story via Force Techniques means that play must shift fully to Simulationist play. "Story" becomes Explored Situation, the character "works" insofar as he or she fits in, and the player's enjoyment arises from contributing to that fitting-in. However, for the Narrativist player, the issue is not the Curtain at all, but the Force. Force-based Techniques are pure poison for Narrativist play and vice versa. The GM (or a person currently in that role) can provide substantial input, notably adversity and Weaving [= a GM technique of bringing NPC activities closer to the player-characters and to introduce multiple responses among NPC and player-character actions], but not specific protagonist decisions and actions; that is the very essence of deprotagonizing Narrativist play.