Of where there’s a disconnect and you sensibly opt to ignore or gloss over it? Well there’s a few cited here already. I’ll start with the read skill one.
Andrew is playing Yoler, who has has a B2 in read.
Bob is playing Zorch, who has a B6 in read.
Yoler and Zorch are interested in Wolf Keep; they want to gain entry and circumvent certain guards. Separately, Yoler and Zorch acquire The Great and Adventurous History of Wolf Keep Volume I (Yoler) and Volume II (Zorch), both written by one Fenir Fenrisson. Reading a book is Ob 4.
The players are having their characters pursue the same intent and task. They both intend to find in the a way to circumvent the guards and gain entry. The task for each is to read a book.
Andrew rolls for Yoler, who fails, mainly because his skill is crummy. The GM tells Andrew that Yoler discovers that there is another way through an old sewer system but that the text suggests that the sewers are haunted. (The GM chose this new dilemma because it fits the larger story.)
Bob rolls for Zorch, who does awesome, mainly because Zorch has a hot skill rating in read. Bob chooses to narrate that the castelleon’s chambers have a faux fire place. Goonies style, the fireplace conceals a chute that connects to a cave network, including a well in a nearby village.
The results here have nothing, nothing at all to do with the literacy of each character, except in perhaps the most attenuated fiction. The meat of the mechanic is who can control narration. But at the table–you don’t dwell on any disconnect. Bob likes making up history and so on, so he designed Zorch to have narrative control when books come up. Andrew put Yoler’s focus elsewhere. Andrew likes narrating action.
Okay, the pair have had their little raid on Wolf Keep and now they’re making an escape. They’re using the same route by which they gained entry–the tunnel attached to the castelleon’s faux fireplace. They come back to the well, and they gotta’ climb out.
It’s kinda’ dangerous. People die in wells and break their necks climbing narrow shafts. The characters don’t have a collie named Lassie nearby to help. Thankfully, they left ropes tied at the top for themselves. Several. GM calls this an Ob 3.
The intent for each character is to escape unharmed. The task is to climb.
The GM doesn’t want to have the guys captured for whatever reason–just pace at the table or he has something he wants to do more. GM says that if the characters fail, they will take a light wound.
Bob rolls poorly for Zorch. GM narrates that Zorch pulls on the wrong rope at one point, and the bucket in the well falls on his head. Zorch is a bit dizzy and bleeding over an eye, but he’ll be okay.
Yoler has the skill climb. Andrew forks in a wise, rolls fine and succedes. Andrew narrates his character climbing after Zorch. Yoler is halfway up when the castelleon’s goons arrive at the bottom of the well. One shoots a crossbow that plants itself in Yoler’s backpack (it nicks a gold statue in the bag)–the other goon starts climbing. Yoler slows his ascent, lets the goon get up a ways, then cuts the rope and the goon falls on his companion. Yoler pops out and the pair hop on their horses and ride off into the night.
The bucket fall has nothing to do with the skill climb–not really. It was goof the character made 'cuz he was in a rush. Also, Zorch successfully climbed out, which was not easy, even though he had no skill. The roll was about narrative control. At the table, they don’t dwell on this–they note the checks and go on. The GM’s choice, in a larger context, was appropriate because it made the game flow. Andrew also probably would narrate the escape better than I did.
Yoler’s antics had lots to do with stuff other than climb–but it was color and fine, especially since Andrew succeeded on a roll. There’s a disconnect there, but you roll with it.