To forestall just these problems, and to encourage description, I've tended to divide each round into two phases. In the first, the actor describes what they are trying to do in game-world terms. In the second, I {the Narrator] decide an appropriate way of modelling that with the rules.
Sometimes there is some negotiation: I allow the player to change the description of what they want to do until they are happy with rules modelling, and I'm willing to listen to objections. But the important point is that the rules modelling follows from the description, not the other way around.
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