Lanefan
Victoria Rules
[MENTION=23751]Maxperson[/MENTION] has already nicely covered some things I would otherwise have said, so I'm just going to hit a few specific points here...
What we don't see in this example is all the lead-up showing how the rogue got to this point. The agenda and reasons for being here would very likely have long since been established. What the rogue thinks and feels at that particular moment would of course be up to the player to narrate on the fly, should she so desire; as would the decision of what if anything to sacrifice or trade off in order to achieve her immediate goal of stealthily getting into the castle.
On a broader scale, characterization and personality mostly tends to develop during what we might consider as "downtime": while sitting around the campfire getting to know the other PCs, or via things done while in town between adventures. Maxperson's wine-guzzling Dwarf is a fine example - the whole wine business is rarely if ever going to come up while in the field, but it's known to be an ongoing part of the Dwarf's character.
The players get to make up stuff about their characters, and the DM gets to make up stuff about the world those characters inhabit. Seems simple enough to me.

Lanefan
Well, let's face it - it's not very often that much characterization comes out of what are in effect largely mechanical action declarations. "This is a logical place for a secret door so I'll search for one" tells us maybe a bit about the character, but mostly that's just a simple Search declaration - not much in it; and it's unfair to point at this as a reason for any lack of characterization or personality.Yes it does. At a minimum, it requires the GM to establish situations which permit the player to paint a picture of his/her character that is clear and powerful; which permit the player to express his/her PC's personality, interest and agenda.
This is why, for instance, one might open a campaign with the PC in a bazaar with an angel feather being offered for sale - this permits the player to paint a clear and powerful picture of his PC, expressing the PC's interest and agenda - rather than in a "neutral" setting where the first action declaration ("I look around for a bazaar") doesn't really do any of those things at all.
What does this rogue think and feel? What is his/her agenda? Why is s/he trying to get into the castle? What might s/he sacrifice to do so?
The situation you describe does not involve advocacy of the sort that Eero Tuovinen talks about. As you present it, there is barely a character there at all!
What we don't see in this example is all the lead-up showing how the rogue got to this point. The agenda and reasons for being here would very likely have long since been established. What the rogue thinks and feels at that particular moment would of course be up to the player to narrate on the fly, should she so desire; as would the decision of what if anything to sacrifice or trade off in order to achieve her immediate goal of stealthily getting into the castle.
On a broader scale, characterization and personality mostly tends to develop during what we might consider as "downtime": while sitting around the campfire getting to know the other PCs, or via things done while in town between adventures. Maxperson's wine-guzzling Dwarf is a fine example - the whole wine business is rarely if ever going to come up while in the field, but it's known to be an ongoing part of the Dwarf's character.
Agreed.Eero Tuovinen distinguishes advocacy (broadly, first person inhabitation of the PC) from authorship (broadly, thining about the PC as a protagonist in a story). This has no bearing on action resolution. Nowhere does he say that players can't declare actions which might succeed!
There's very few if any RPGs out there where the characters don't in some mechanical form get better at what they do over the course of their careers; and "1st-level characters" is as good a term as any to represent those who are just starting out on their career/path/journey/whatever.By talking about "1st level characters" you're already assuming a particular sort of RPG system.
Maybe, maybe not. In an open sandbox-style game the PCs/players might blunder into something that's nowhere near level-appropriate!It is part and parcel of agreeing to play a D&D game (or a game with a similar level device) that story elements are, in some fashion, level-relative.
And this is something I just don't understand no matter how you try to explain it: why does it matter?It may not matter to you. It is fundamental to me.The reason why the rogue failed is really irrelevant here with regard to player agency. Whether the GM knew ahead of time, decided it in the moment, or it was the result of a failed skill check, it just doesn't matter.
In most RPGs combat mechanics are more or less vastly different from exploration mechanics and-or social mechanics; and any attempt to unify the three things into one overarching set of mechanics is an absolute mistake, and doomed to failure.Imagine we were talking about a combat between the rogue and the orc - and that you posted "The reason why the orc killed the rogue doesn't matter - maybe because the GM got lucky in the combat rolls, maybe because the GM decided on the spot that the orc was a better fighter than the rogue, maybe because the GM had written that down ahead of time." I think most RPGers would actually dispute that claim.
Well, I dispute it in the case of the secret door for exactluy the same reason. Given that the principal activity of RPGing is sitting around telling one another made-up stuff, the question of who gets to make up which stuff is fundamental.
The players get to make up stuff about their characters, and the DM gets to make up stuff about the world those characters inhabit. Seems simple enough to me.

Well, that might depend on the specific goals the players set out. If, for example, a player set out pacifism between races as a goal, a DM might introduce the Caves as a shining example of a situation where multiple races of sentient creatures live more or less peacefully in the same small valley...and theat player's/PC's challenge would then become one of stopping the party from killing everything in there.I can tell you why I don't think it can be done with the Caves as written - because (with the possible exception of the cutlist cave) they don't engage with any dramatic needs nor express any thematic content.

Lanefan