I have complicated feelings about it. I have lots of fun in “dramatically appropriate outcomes” systems like Dungeon World and Burning Wheel. The system doesn’t tell you what happens, not specifically, because you’re expected to take into account how the situation affects the characters, the feel of the moment, etc. In those systems, I need to be able to tweak outcomes. I have no problem deciding what goes wrong after the dice come up short.

In, “this is a tangible logistical challenge” systems, I like to stock a dungeon (or whatever) with what would be there (of course using some contrived, adventure-producing interpretation of naturalism), make sure the players have the tools to sniff out danger (or to at least grapple with the risk vs. prep trade-off).

But in that kind of play, I really want some system to disclaim the life and death decisions to. I don’t want to get to the end and then the system asks me to choose who dies!

Another way this comes up for me is when I’m mulling over what the consequences would be in some faux-naturalistic way, but then the players let me know that so-and-so has only 2hp left. 😛