"But what your pre-authoring did was say "Ok, you rolled a success on your desert crossing check, but now there's mountains, so you have to make a climbing check also." You increased the odds of the players failing without telling them ahead of the first roll."
And I asked, "And?" You didn't actually say why this was a point to raise. It *reads* as an implication that the player should generally know the odds of failure for extended endeavors before they begin, and I don't think that's supported by the general RPG oeuvre. Not knowing how hard things will be is pretty nominal.
To answer that last question: it may not be any different.How often does *anyone* get to know *everything* in their way before they begin?
How is, "You crossed half the desert, and found a canyon in the way" really different from, "You picked the lock, and find there's a monster on the other side of the door"?
Part of the skill of GMing in a scene-framing/"fail forward" game is judging the boundary between resolution of one scene and opening of another. This is a matter of declared intents and stakes, implicit intents and stakes, and reading the table's mood.
For instance: if the door is known to be the last barrier between the PC and freedom; and the player declares the lock pick attempt as a dramatic final attempt at escape; so that the stakes (implicit if not explicit) are "Successfully pick the lock and you'll be free; fail and you'll be caught before you get out"; then it would be a GMing error to have the door open only to find a hostile monster on the other side.
Conversely, in my BW game last Sunday the sorcerer-assassin snuck into the wagon from Urnst and picked the lock of the chest in there, so as to steal the wedding gifts. It would have been unfair to tell the player, once the check succeeded, that there is no treasure in there. But it would have been fair game, I think, to have a monster as well (the classic snake or scorpion, perhaps), because that would not have contradicted the stakes (either implicit or explicit). Though as it happened I didn't do anything of that sort, because (in my view) it wouldn't have added anything to the game in terms of challenge, drama, pacing etc.
Well, if the intent of the check (implicit or explicit) was we make it safely across the desert, then finding the waterhole fouled does contradict that intent, as the PCs haven't made it safely across the desert. They have to do extra stuff to get the water they need.But finding a fouled water hole does not equate to... "Did not navigate safely and successfully through the desert"... it equates to found a fouled waterhole in a desert.
In my game, as best I recall the shortage of water meant that another Fortitude check was required - which has implications for spell casters (BW limits casting by requiring a roll with each spell to see if Fort is lost), plus (I think) resulted in at least one PC falling unconscious due to exhaustion. Plus, by looking for the elf who had fouled the waterhole, they got exposed to more risks (a knife thrown in the dark). And then another check (Tracking, I think) which also failed, resulting in the well at the ruined tower having been filled with rubble by the dark elf.
I wouldn't have them make a single roll to cross an entire dessert if I had the precise locations of certain hazards pre-authored.
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Of course information about the mountain could have easily been gleaned by some kind of knowledge check, or a geography check, or research... but then I guess in a game where success or failure dictates the world as opposed to the success of your character in the world (which IMO has very little to do with whether character goals, desires and needs are driving the story)... that's unnecessary.
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Of course in my game there is a chance that the player's encounter the unknown... and said unknown is not directly related to them, and even in some way spawns it's own story... for us it creates a richer experience when interspersed with the purely character driven portions
The technique that scene-framing, "fail forward"-style games use to generate the unkown, the dynamic of dangers and successes, etc, is the back-and-forth between success and failure. (Part of what gives 4e fiction a more "glossy" veneer than BW is that it has a higher ratio of successes to failures.)I think you could narrate a successful check and still reinforce or reiterate on the dangers found in a desert. It gives context, it gives color and it's actually pretty close to how most stories of heroic fantasy narrate such trips (as opposed to the hero not encontering any dangers whatsoever) and can provide consistency (and agency) for failure states that may happen if they traverse the dessert again... they've grown to know at least some of the dangers that lurk in a desert. Personally I don't see it as GM verbiage... but then I also suspect this has alot to do with not just your DM style but the type of players you have as well.
In HeroQuest revised, this is built right into the DC-setting mechanics, which raise the DC based on the number of prior consecutive successful checks.
BW uses "objective" DCs, but has other devices to ensure regular failures, namely, making reliable success dependent on expending limited meta-resources.
There is no need to introduce or narrate in new complications or unknown things as part of successful checks; failures are where this happens. Plus the framing of new scenes - as I said earlier in this thread, achieving an effective balance between resolving a declared action and framing a new scene is part of a GM's skill in this sort of game.