I don't think I agree (see below), and I have to say that I find jumping from a discussion about what exactly is adjudicated in a skill test to railroading as a pattern of bad GMing seems like a rather unfavourable way to read and reply to my post.
The connection is this:
How does the GM introduce complications and adversity into the fictional situation? One way is to do so when the players fail a roll. I've provided an actual play example of this (the failed Cook test).
Another is for the GM to do whenever they think it makes sense. Presumably this is what those who are critical of the Torchbearer approach to adjudication favour. I hope it's fairly clear why someone - eg me! - would see this principle as pretty close to railroading.
The specific case I was thinking of is PbtA games, where moves might look a lot like skill checks, but their nature is a bit different. And when I ran these games for people who mainly played trad games before, about half of them were not really onboard with that different nature.
This goes back to my previous post: if someone ran "trad" games for players who are used to playing 4e D&D, or Burning Wheel, or other non-"trad" games, they may not be onboard with the basic principle of "GM decides". There is in my view nothing distinctive about (say) Burning Wheel or Torchbearer or Apocalypse World that requires game participants to be on board.
The disconnect is between the task of cooking and the adjudication of the dice roll not being about the result of said cooking, but about the further development of the scene. This is something that seems to run counter to the intuition of many people playing RPGs
I've not had the experience of it being counter to intuition. It's a game rule, like any other game rule.
And the adjudication of the dice roll
is about the result of the cooking. The cooking takes time, generates smoke and smell, etc. The result of that is that bandits turn up.
So the skill value measures how good the character is at cooking, the difficulty measures how hard something is to cook. However, the skill roll using the skill value to overcome the difficulty doesn't represent likelihood of cooking badly, it represent likelihood some other bad thing that is completely unrelated to these facts happening. That is just confused and illogical.
The roll doesn't represent anything at all. It is an event that occurs at the table. It establishes who gets to say what next, about what happens in the fiction.
What seems confused and illogical to me is your insistence that rules play a representational function that it's obvious that they don't.
pemerton said:
You seem to keep projecting your own narrative discontinuities onto other's play.
No, that is how you describe the game working.
Well, I quoted John Harper explaining how "ninjas attack" is
not how Apocalypse World works. And then you made a post where you suggested, as failure naration, "ninjas attack". Hence why I see the confusion, illogicality and problems establishing narrative continuities as ones that you have, not ones that I have.