Manbearcat
Legend
In [MENTION=6696971]Manbearcat[/MENTION]'s Mt Pudding example, climbing is just a means to the end of getting pudding, and so narrating a loss of the divining rod - which makes the prospects of getting pudding very bleak - is more significant than simply narrating a failure to climb (= a fall down the ravine).
Yup.
On 2: as I've posted upthread, I think there is no particular connection between "fail forward" and shared narration of backstory between players and GM. However, "fail forward" clearly implies that the GM will establish stakes and narrate consequences having regard to the dramatic and thematic concerns of the players (as evinced by their play of their PCs). Thus, if the player chooses to have his/her PC scale Mt Pudding in quest of pudding, narration of failures will likely be framed in some sort of relation to that goal. (Eg as losing the pudding divining rod.)
Yup.
If the players truly want the GM to narrate the gameworld, and consequences, without regard to these sorts of dramatic concerns, then "fail forward" would seem in appropriate.
<snip>
They know that I narrated this because (i) it gave effect to the failure of the PC who tried to fish the mace out of the stream, and (ii) it increased the stakes for the other two PCs who were dealing with the servants, because one of them was the PC who wanted the mace and the other was the PC who had promised to help him get the mace.
If players don't like having that sort of knowledge about how the GM decided to introduce content into the gameworld, then "fail forward" won't work for them.
Yup and yup.
But the players contribute to setting the stakes in various ways. Eg in choice of skill to roll - Climbing vs Navigation when climbing Mt Pudding will likely involve different fictional contexts for failure, which results in different outcomes (divining rod down the ravine vs . . . ? [MENTION=6696971]Manbearcat[/MENTION]
Why Schrodinger's Gorge of course!
Here is a good opportunity for a plug of an absolutely fantastic product for folks who want to run wilderness challenges. It is a Dungeon World supplement, The Perilous Wilds, but its advice is applicable to all games.
Generic Soft Moves (minor complications) for Navigation Moves (when Undertaking a Perilous Journey) include things like:
- the weather worsens (maybe The Pie doesn't want to be found...)
- the PCs are being followed (by The Acolytes of the Fabled Pie who are trying to keep it a secret - eg Indiana Jones and the Last Crusade)
- the PCs must backtrack losing valuable time (perhaps like Lonely Mountain's keyhole, the fabled pudding of Mt Pudding is only revealed at a specific prophesied moment!)
Hard Moves (major complications) are stuff like:
- someone sustains an injury (a turned ankle from a slip or something) that hobbles/nags the effort going forward
- the PCs stumble into a major topographical impediment or outright danger (eg the narrow switchback trail abruptly ends or a sudden collapse sinkhole swallows either swallows something/one up or spits something out!)
- the PCs get separated
- the PCs get hopelessly lost
Whatever the complication, wilderness challenges are always best when the PCs are presented a couple (2-3) of (equaly-ish bad) implied options from which the adventure/challenge will branch off of based on how they approach their "turn for the worse." This gives the players just enough information to help them (a) understand the immediate situation better so they can occupy the head-space of their character and make strategic decisions w/in the shared imaginary space and (b) the small menu should focus their thoughts on the fiction, perhaps provoking a quick veto of those options while stimulating a creative deviation with an action declaration of their own devising!
GM: "I would take you as my husband," she says genuinely, "But only if you can prove your bravery by slaying the dragon that plagues our realm." What do you do?
PC: Err...dragon? Does your hot sister come as part of the deal?
All the time I have for now!