A preview from my upcoming title Neverlands System, taken from the chapter The Suit of Swords - Conflict and the Methods of Arbitration...
Methods of Arbitration - Metanarrativistic Non-Decision
There may come a time where your decision becomes a Non-Decision because the nature of said decision threatens something outside of the scope of the game. It's impossible to list every example of a Non-Decision, as there are simply too many to count. Plenty of well-meaning mechanics may cause Non-Decisions, but there may also be times where the World sets the groundwork for a moment in time which forces a Non-Decision and ends the game abruptly while waiting for the collapse of the conditions which caused the Non-Decision to form in the first place. We'll cover five such examples here; I implore you to envision your own examples of Non-Decisions on your own time.
Jenna and Markus are playing a game with Socks, and Socks needs to use the restroom. Socks is not present, so the game cannot continue. Markus decides to leave the table to grab pizza. Socks returns and tries to play, but Markus has his mouth full. He finishes the bite he's on, and play resumes as normal; the Non-Decision collapses.
Markus wants to purchase a new mace from a blacksmith. While he is making a purchase, Jenna wants to know what other stock the blacksmith has. The Emissary stammers, realizing they have not completed the storefront. They ask Jenna to wait while they complete the storefront. Upon completing the storefront, the Non-Decision collapses and the Emissary tells Jenna all about the knives the blacksmith is packing.
Through some contrivance, a move that Socks wrote demands that a player abduct an endagered species to trigger the spell. Woven magic can actually write such a move, as absurd as it is; even so, to create a move which puts endagered animals in harm's way may cause other participants to experience discomfort. If Markus felt that abducting animals was unethical, he could ask that the move be struck down on ethical grounds, turning the result and activation of the move into Non-Decisions. Moves crafted in this way should be immediately refunded to collapse the Non-Decision.
Markus was beaten by his father with a belt at a young age, and the trauma of that situation has lasted into adulthood. Markus now feels uncomfortable when belts are used as a lashing tool. Jenna crafts a character who uses their belt as a whip, and Markus voices his discomfort with that idea. Jenna, being understanding and kind, realizes she will need to rewrite her character to make Markus feel welcome. The Non-Decision collapses as soon as she's adjusted her character to use snakes as whips instead.
Example 5: Epistemilogical (Setting)
Socks has come face to face with The-Orb-That-When-Eaten-Destroys-The-Setting. They are tasked with protecting the orb from the Big Bad Evilest Ninja, but in a moment of chaotic energy they attempt to eat TOTWEDTS. This decision would immediately end the game; there would be no more game to enjoy. The other players voice dissatisfaction with the game ending so abruptly, and the Emissary decides that actually eating the TOTWEDTS is a Non-Decision that no player character could make, even accepting the consequences. Socks apologizes for being a little silly, and the party laughs. That would have been a funny way to end the story, but not today.
Example 6: Epistemilogical (Player)
A participant has been injured in the course of play, or may be injured if the play continues. If any participant would take an action which may result in their death, injury or dismemberment, they are to stop playing immediately until the risk of death collapses. No sticking your hand in the wood-chipper to grab your dice, look both ways when you cross the street, and politely ask the man mugging you on the street to put away his gun, you are roleplaying right now. The Non-Decision collapses when all participants are safe and no longer at risk of death, injury or dismemberment.