I think this gets right at the heart of the philosophical difference of opinion we have been having. To me, the absolute core thing to remember is that myself and the other players are there to play make-believe together and tell a fun, dangerous, exciting story. In my experience, the best version of that comes about when the dice rolls and the characters are able to really substantially manipulate things.
You're creating a false distinction. The difference of philosophy here is not some GM-railroading, players-can't-make-the-story thing. It's a question of
how that story is created.
Skills deal with situations; they don't alter reality. The situation is a challenge put before the players. Some of that challenge is determined in advance, and it's just the ground truth of the situation. Some may be determined on the fly, by the GM: I roll dice to determine whether a thing is there or not. Nothing in that approach limits the players' ability to create their own story.
Example: the party needs to recce a bridge, because they are wise enough to guess that in my world, intact bridges will likely be guarded.
Q. Is there a ditch running down the road beside the bridge?
A. Why, yes there is. Nobody needs to roll for that; there is always a roadside ditch as you approach a river.
Q. Okay, can I sneak down there without being seen?
A. You will certainly be seen if an AP mine flings your body parts up out of the ditch. We don't need to roll for that realization: your character has been fighting in Poland for three years and you know that the road edges at the defile are always mined and that even if no one is here now, someone once was, and they left their mines behind. At least, it's
probably mined. Do you remember that guy in your platoon who started freaking out about stepping off the pavement after buddy lost his foot? Well,
I remember him.
There are three outcomes: you see a tripwire and live, you don't see a tripwire and die, or there is no mine.
Now, here is where I see a real difference: some people will roll Recon and on success they see the tripwire; on a mishap, they get to roll a new character; and anything else is there-is-no-mine. Skill itself determines the outcome.
My view is that either (1) the scenario is set in advance, or (2) there are 1D6 mines on 1D6 for 5+ (for example). On success, you see the tripwire. On failure, you do not. Now, I will also roll for the skill of the person placing the mines (D8, D8) with a negative DM based on whether they've been there a long time, so maybe they've become super obvious and you can't miss them. And I will let you have all kinds of positive DMs for methods of finding tripwires you can dream up, and you can push the rolls ... but the consequences of failure are the consequences of failure. If there's a mine, and you don't see it, you will set it off, because the tripwires were set (see skill of person placing mine) to make sure you could not get down this ditch.
On the other hand, maybe there are no mines and I make you sweat for nothing. You fail, and push the roll. You roll a mishap. There was no mine, but here's a point of stress for your trouble.
Now, one of those approaches is much less friendly to the player than the other. It basically says, if you do this, your character has a solid chance of dying. But one of those approaches also creates a much more dangerous gameworld than the other, one which arguably better models the risk of sneaking down a ditch to look at a bridge. I don't think it railroads the players or limits their creativity.
As to which makes a better narrative, narrative is the player who failed the roll, pushed it, rolled a mishap, and found there are no mines, describing how his character thought he had hit a tripwire and spend the next round throwing up in the ditch. It doesn't come from dice, it comes from how people interpret what the dice mean.
Anyway, although this is way off the original topic here, I think this is good discussion. There are various ways to skin this cat and none is necessarily bad. I feel mine makes better narrative possibilities but that's only because it's what I'm used to. To someone else, it's just a bunch of die rolls and then you either die or you don't. To each his own.
