Let's figure you're at some point in a role-playing session when something is happening, and how it turns out matters, for any reason.
And in this group, for this game, at this moment, you don't use the dice or otherwise consult any numbers or values or whatever. Someone says what happens, and that's all they do. And that's what happens.
Drama resolution can show up all over the place, but some game designs include it specifically as a piece of the rules. Conversely, some role-players hate it and won't ever use it as far as they can tell.
Resolving imaginary events based on stated outcomes without reference to numerical values or (in some cases) statements that have been previously established (e.g. written on a character sheet). See also DFK and Resolution. The term was coined by Jonathan Tweet in the game Everway, in combination for Fortune and Karma.