Yes, but it often goes with it. Also, it was the specific distinction @pemerton was referring to and which I responded to.From my understanding as this has been discussed before - including with a number of the same people - but... Story Now =! No Myth.
Remind me, when someone with a sword attacks my character in D&D, what does the hit point damage represent?Not talking about flashbacks. I'm talking about existence of objective pre-existing game reality, vs one which is determined on the fly. I.e. myth vs. no myth.
If you ask me, it represents being physically hurt. Not sure what this has to do with anything though.Remind me, when someone with a sword attacks my character in D&D, what does the hit point damage represent?
Oh, indeed. I'm not saying that nar games are always best.Sure. And one impact of this that in my experience it makes things more chaotic and unpredictable. Which is not necessarily a bad thing, but it is a thing.
This ties in with @pemerton earlier mentioning "fear of failure" and is partly a difference between players, partly one between GMs and the degree they punish or even reward failure. Some players love critical failures in D&D, others hate them (which is why I make them opt-in, offering a reroll at the risk of a crit fail). And the biggest groups of turtles I've ever seen have been old school gamers, for a reason.And it makes some people play more cautiously. I noticed in the Blades, people might be hesitant to try to do a thing, because even though fictional positioning is such that causally nothing bad apart lack of success could follow, by the mechanics bad things can still happen.
I'm trying to show that even D&D doesn't always have a direct representation between the action and the consequences.If you ask me, it represents being physically hurt. Not sure what this has to do with anything though.
That it is abstract doesn't mean it is not direct. Getting hit by a sword and thus being hurt is pretty direct, even though the exact nature of hurt was left a bit vague.I'm trying to show that even D&D doesn't always have a direct representation between the action and the consequences.
Or alternatively it empowers the players to make impactful decisions with real meaning as the fictional reality their characters inhabit is not an amorphous mutable mess.
And that's a bit flippant, I and I genuinely see the other side too, but it is also true. In Blades you don't need to make concrete plans for your actions, but you also really cannot make concrete plans as there is no concrete reality to begin with.
I was doing this in AD&D back in the 80s, never heard of Forge until here. But then I started playing in 1977 and am a thinking human being. Maybe it was a Dragon or Different Worlds article that mentioned something in passing when talking about making stat tests. In any case, I don't need a system to come up with any of these.This is inaccurate. None of those are actual failure states. Every single one starts with "you succeeded". They are all "success-with-consequences" - a 7-9 result in a PbtA, not a 6-. And not one of them is given to you by the system; every single one is patched in there by the GM in a trad RPG.
But you were asking about a system independent package of narrativist tools? "Fail Forward" (which you are outlining) is narrativist advice that came out of The Forge in the early-mid 2000s before they worked out how to embed them in mechanics.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.