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Failing Forward

How do you feel about Fail Forward mechanics?

  • I like Fail Forward

    Votes: 74 46.8%
  • I dislike Fail Forward

    Votes: 26 16.5%
  • I do not care one way or the other

    Votes: 9 5.7%
  • I like it but only in certain situations

    Votes: 49 31.0%

- Bob (PC) wants pudding.

- Mount Pudding has pudding at its peak.

- Bob therefore summits Mount Pudding (action) to retrieve said pudding (intent).

A game where the technique of Fail Forward is deployed puts the retrieval of the pudding as the reference-point by which the fictional results of action-resolution are anchored/contextually framed. As Bob attempts to summit Mount Pudding, whenever Bob's player fails a roll involved with the physical effort to summit Mount Pudding, the GM changes the situation. However, the GM does not do so by solely referencing the causal logic chain of the action undertaken, say, a failed hazard navigation check:

Bob, you fall into the crevice (with whatever mechanical result)!

They may do that if it is sufficient to create an interesting setback to the retrieval of said pudding. However, the GM may also change the situation by tying the setback directly to the retrieval of said pudding. Failed hazard navigation? Crap:

Bob, you barely escape disaster by grabbing the edge of the crevice before you fall down into the deep dark (!)...but the leather strap holding your Pudding Divining Rod to your belt tears free and you hear the awful sound of it clanging off the rock as it cascades down...down...down (oh no!). You going down after it or do you think you can find that dastardly evasive pudding without it?

The latter is Fail Forward. Action succeeds (Bob evades the hazard) while intent is compromised/complicated (retrieval of said pudding).

Quoting the original example as a refresher as things seem to be going wobbly.

Further, as is usual in these conversations, people bring in facets of their own internalizations (typically regarding system and technique and how the two combined impact player agency) but we don't get down to the bare essentials of those internalizations (and how they create a complete divergence of mental frameworks between one person and another). Getting to the roots of these internalizations through play anecdote examination seems so much more helpful.

Along those lines, I'm going to again point out this play example which entailed failed hazard navigation and defying danger to avoid falling into a glacial crevasse that I posted above. The navigation of the wintry wasteland could easily be Mount Pudding. Saerie could easily be Bob. Her coin purse could easily be the Pudding Diving Rod and the dog could be Bob's dog or something else Bob cares about/needs (such as taking HP damage but not outright falling).

Also along these lines, I'm going to ramble about the level of discrete resolution and process simulation required to promote adequate (subjective) player agency while simultaneously not brutally bogging down play with tedious rolls where nothing of consequence happens OR the odds of simulating the actual event is virtually impossible (due to compound probability).

Let us say I'm making an RPG about playing the game of basketball. How many abilities/attributes/skills (what have you) do I need? Consider the following anecdote of play...

- I'm at the three point line, right elbow, halfway between the baseline and the top of the key.
- I have a teammate in the low right block, a teammate on the opposite elbow and teammates on both baselines.
- The defense is playing man to man so I have a guy heads-up on me and someone is guarding everyone above.

What do I need (from a PC build perspective) to give myself adequate agency here at this moment of time on the court?

1 - Basketball IQ/funadentals?
2 - Left hand handle (proficiency to navigate traffic while dribbling)
3 - Right hand handle (oftentimes one is dominant and this affects many things)
4 - A discrete jumpshot stat for both range and where I am on the floor (eg deep vs mid-range, top-of-key vs elbow vs baseline)?
5 - First step?
6 - Lateral quickness/change of direction?
7 - Leap?
8 - Stop and pop (the ability to take a few hard dribbles and immediately stop, elevate and shoot)?
9 - Draw and dish (the ability to break down the defense, draw a double team, find the open man, and accurately pass it)?

The component parts are frigging limitless (and rather discrete). This doesn't even get into other areas of play...just this one particular anecdote.

Further, what does the system need (from a resolution mechanics and GM technique/principal perspective) in order to (a) synthesize with my agency from PC build while (b) creating (interesting/fun/dynamic) outcomes that make sense within the game of basketball.

If I pump fake to get the defender off balance, do I roll basketball IQ/fundamentals? vs his (whatever). If I win do I get to choose whether I go left or right? If I lose what then? A turnover of some kind...maybe I travel or he steals the ball? What if its a tweener roll? Does the GM get to change the situation and narrow my options? GM: He plays the jump shot, but keeps his defensive poise enough to play your left hand...if you shoot or dribble left, you take n penalty.

Then what? Do I make a dribbling roll? Say I win and I've beaten my man...how is it determined if a help defender leaves their man to come and double team me. What if I want to cross-over and split the double team? Another check? Etc, etc.

At what point is the agency adequate? We abstract an absurd amount of combat information to expedite play. Martial actors in a physical combat would be effecting a half a dozen (if not more) discrete contents in one exchange. But we "roll to hit", "hack and slash", "combat", etc. Why isn't it enough to frame the scene, build a dice pool/roll a d20 + mod that sensibly leverages resources that would be in play, "roll basketball", and resolve the micro-conflict (a turn I suppose) of "do I make a successful basketball play here?"

And why shouldn't there be all sorts of dynamic results that come out of that exchange? If I'm driving to the rim to break down the defense, dozens of outcomes could happen. Among the outcomes required to dynamically represent the game of basketball include equipment failures or court issues. I might literally "blow a tire" (I've torn through the side of my shoe on more than one occasion when making a dynamic cut), or I could slip on a bad spot in the court (either wet or the floor wasn't treated properly in this location), or I could knock knees with the defender due to incidental contact (or clumsiness by the defender) and suddenly I've lost the ball (and am on the floor in pain). This kind of stuff happens to proficient basketball players. The same stuff happens to world-class proficient climbers. They loose their equipment for all kinds of reasons (and they certainly aren't trying to!)...even in moments when crisis isn't up in their face and they're trying to navigate a fissure that has just suddenly opened in their immediate vicinity!

Is it mandatory that every system have a discrete procedure for systematizing the content generation of equipment-related or entropy-related snafus lest they never, ever arise during play (they arise all the time in real life and I don't feel that my agency is inhibited or outright rendered null!)? This can't be handled as part of the basic resolution mechanics + GMing principles (a la Dungeon World)?
 

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Is it mandatory that every system have a discrete procedure for systematizing the content generation of equipment-related or entropy-related snafus lest they never, ever arise during play (they arise all the time in real life and I don't feel that my agency is inhibited or outright rendered null!)? This can't be handled as part of the basic resolution mechanics + GMing principles (a la Dungeon World)?

I'm not sure I'm understanding the question... is it "mandatory" in what sense?
 

Quoting the original example as a refresher as things seem to be going wobbly.
Also along these lines, I'm going to ramble about the level of discrete resolution and process simulation required to promote adequate (subjective) player agency while simultaneously not brutally bogging down play with tedious rolls where nothing of consequence happens OR the odds of simulating the actual event is virtually impossible (due to compound probability).

Let us say I'm making an RPG about playing the game of basketball. How many abilities/attributes/skills (what have you) do I need? Consider the following anecdote of play...

..snip..

These are both very relevant examples for a couple of reasons. Consider in the climbing scenario, why would a GM specifically put a key element/plot hook/space for player interaction at the top of a mountain . . . then purposefully BLOCK the players from reaching that area because, well, "The dice just said you aren't making it to the top, sorry."

It's the same thing with the basketball scenario --- suppose we've agreed on a fantastic, easy-to-resolve set of mechanics on how to intricately play out a fun basketball game using pen and paper. I've seen it happen where a GM sets up the basketball game, but then the PCs somehow end up being unable to even make it to the gym.

"Waddaya mean our car broke down, and we failed our 'check the GPS' roll, and have no idea how to navigate to the YMCA now? Well, crap, screw this. Is there a pool or a lake nearby? Because now I'm gonna go play water polo instead......"

These are the kinds of situations that "fail forward" is meant to alleviate. It should never be in doubt that your basketball team makes it to the YMCA to play the game. The question is, what condition are they in when they get there? If they failed their 'GPS Nav' roll, do they get there late, leaving little time to warm up? Are they harried and anxious, and thus unable to perform at a high level? Does somebody lose a shoe along the way, and has to improvise with somebody's 1955 Converse Chuck Taylor basketball shoes instead of their $250 Nikes?

If the stakes are high enough that "missing the basketball game" is an absolutely core, key component of your gaming session, then it needs to be FRAMED THAT WAY. Again, the idea is that as a GM, you need to have a level of transparency with the players about what's at stake. Remember that the characters would know more about the "hidden world" of the fiction than the players do, and as such the characters would act accordingly.
 



what would ever trigger a roll checking whether a rod stays in a pack then while climbing another 10' section then?

Because as worded, in your game, nothing interesting outside of the strict parameters of a check could trigger something unexpected like that.

You shouldn't assume things about me as you will generally be wrong. In this thread and others I have stated that I house rule things frequently, including skill checks. I have a fumble rule for skills. A 1 is a fumble and something has gone wrong beyond a simple fail. When a 1 is rolled, a second 20 is called for and if it is a 1, then things are even worse. It continues until no 1's are rolled. 20's get treated the same way. It's very possible for all kinds of interesting and applicable things to happen outside the normal success/failure dynamic of skill checks.
 

I think there's part of your misunderstanding. Fail Forward most likely does not mean on attempt #2, he fails the roll and the light bulb works anyway.

It more likely means that the GM has something interesting happen that makes it possible for attempt #3 to be attempted (note my wording does not imply guaranteed success, only the opportunity to try again or try something else).


I made a sword rack this weekend. Quick project, it had some failures, but we worked around them. Used a nailgun. Had 3 nails go awry. We snipped them off as it was easier than backing them out. Planned out the top rails at the wrong spot, and to move and renail them once we realized I designed it wrong. I succeeded in my goal, despite individual failures.

Now as this was real life, there was no GM. I simply worked around the failures as I encountered them. A GM with a situation where the players are still "working the problem" and moving forward (forward being any direction from the North Pole) doesn't need FF. FF is likely a better tool for when the game is going to stall out or get boring (those 20 climb checks on Mount PudMore...).

Sort of. There are two fail forwards being used here in this thread. Number 1 is as you describe. Where different avenues open up that could lead to success. Number 2 is where you succeed anyway and there is a cost, such as dropping the rod on the way up to the top of the mountain and failure does not mean you were unable to succeed in the climb.
 


If you're nowhere near the thing you're searching for, you likely fail outright, no roll. The outcome is not uncertain.

You, the player, have eliminated the possibility of finding the trap because you were not in the fictional position to find it.
OK, but I-as-player have no way of knowing that; and nor should I. To me there should always be a question hovering over something like this...did I not find it because it isn't there to find, or because it's there and I missed it?

And as a side note: this is why these rolls should ALWAYS be made by the DM and kept hidden. And even when a roll will auto-fail because the trap is 30 feet away the DM should still go through the motions of making one, to preserve the mystery.

Then again, trap-searching probably isn't the best example for a fail-anywhere discussion as it's pretty binary - you find it, or you don't; with the only other question being if you don't find it by search do you find it the hard way?

Manbearcat said:
Also along these lines, I'm going to ramble about the level of discrete resolution and process simulation required to promote adequate (subjective) player agency while simultaneously not brutally bogging down play with tedious rolls where nothing of consequence happens OR the odds of simulating the actual event is virtually impossible (due to compound probability). ...
Which all means you're probably best off just reacting to what the players give you. If they give you more detail than is really needed, resolve at that level of detail as it's probably what they want. If they give less than is needed, ask for more until the detail level is enough to give a resolution.

After you describe an ornate bedchamber to the players "I search the room." is most of the time not enough detail; you're quite justified in asking "How much time are you giving it? And what are you searching for?" to give you a basis for resolving how successful the search might be (assuming there's anything there to find); the "what are you searching for?" question gives you a focus, as someone who is specifically searching for valuables is less likely to notice a secret door than someone specifically searching for secret doors.

The flip side would be a player's response to your description being "I search the bed first for valuables, including underneath it; I then move to the credenza and after checking it for traps I search it completely looking for anything either valuable or with writing on it, after which I check under the rug and behind (and in) the picture frames for papers; I'll also check the walls behind the pictures for hidden compartments. I then check over any other furniture, after which I search the walls for secret doors. If I've so far found nothing, I pull up the rug and check the floor carefully for any hidden compartments or exits." This is probably a bit more detail than you really need, but it's sure easier to resolve! :)

Lan-"does fail-forward mean you get to skip a grade in school?"-efan
 

this is often used in systems where what a D&D-only player would call a "well designed session" does not exist. There may be no detailed map down to the 5' square level, with every secret door labelled and every trap with a well-known CR and method of deactivation, monster and NPC detailed out in full stat blocks, and powers and spells carefully chosen, and placed on aforementioned map. Rules engines like FATE and Cortex+ take as a base posit that some of the content of the adventure will be built out of these complication bits. In a more improvisational adventure, you can't design out bottlenecks before play - instead, you use rules systems that disperse bottlenecks as they develop. And we are talkign about bottlenecks to *action*, not necessarily to a prescripted goal.

<snip>

You have missed the several times over where we have mentioned that it isn't really a predestined end we are aiming at in general. You're resurrecting a boogeyman. The *players* have a goal.

<snip>

Nobody is assuming that a particular encounter should happen.
This is absolutely spot on.

Of course plenty of RPGers may not care for the sorts of game you describe. That's why "fail forward", like any other RPGing technique, is not the be-all-and-end-all for everyone.

But for those who want to play a game where the players have strongly-held and defined goals, and in which there is a high degree of narrative momentum in relation to those goals - the *action* that you refer to - then "fail forward" is a very useful and important technique.


So because I didn't succeed at climbing... the DM now gets to create consequences which, while they may follow from the fiction can be unrelated to the fact that I failed at a climbing check... Looking at this from the perspective of a player... I want my consequences to flow organically from what I did or did not accomplish with my rolls. Why? Because that's the character I built... either I'm a great climber and this is one of those rare mishaps everyone suffers at some point... or I'm not that good at climbing and I knew that when I tried this, either way my character messed up climbing. What my character isn't known for are his fumbling fingers

<snip>

it does feel kinda railroady since I am inventing what I want to happen on the fly... How do I guarantee that I not push towards the outcome I want and/or what I find fun, interesting, etc?

<snip>

In the climbing example, what if a player would have preferred falling into the crevice below and taking his chances with whatever denizen was down there
But anything not defined prior is up for grabs in the fiction...correct?

<snip>

as the DM you've taken the liberty to create a narrative (whatever that narrative may be) that may not gel with the image I have of my character based on a roll that had nothing to do with the consequences you narrated.

<snip>

So you tell the players what the fail forward consequences will be before every check? pemerton said he depended on the trust of his players and I can understand that but this seems kind of clunky... Also, if so... how does this gel with the "on the fly decision making" that characterizes fail forward? which was referenced earlier in the discussion?
Of course the GM is narrating consequences that s/he thinks are fun and interesting! What else would s/he do - narrate consequences that s/he thinks are frustrating and boring?

Upthread, I noted that GM skill is important here. In Gygaxian play, some GMs are known for building interesting dungeons and others for building dungeons that suck. Likewise in scene-framing, "fail forward" play - a good GM is able to build trust that s/he will narrate interesting and engaging consequences. Of course, these games also tend to use lots of devices for players to send signals to the GM as to what is interesting to them, which the GM is then expected to have regard to in narrating consequences. This is part of what I was gesturing at when, upthread, I mentioned that the consequences are not just spun from whole cloth.

As to whether or not the consequences of failure are spelled out, and perhaps negotiated, before each check - as I also mentioned upthread, with reference to both the rules and GMing advice for BW, this is an issue of table practice, GM/player rappor, the vibe of the moment, etc. But even in your example - if the player would have preferred his/her PC to fall down the ravine, then nothing is stopping an action declaration to that effect: "I jump down the ravine after my divining rod, hoping to catch it like Gandalf does Glamdring in the opening sequences of The Two Towers film."

the Mt. Pudding example doesn't really dispel my concerns over the idea as a player or as a DM. That example posits that the intent of retrieving the pudding is something that is not really changing.

<snip>

For my enjoyment, it is better to be able to be able to raise the question: what happens if I don't get the pudding/fight the BBEG? What possible actions are capable of potentially changing my intent, to use Manbearcat's verbiage? What would make Bob not want the Pudding, or make the Pudding forever unavailable to Bob, and how would Bob react?

I like these questions because they produce interesting gameplay scenarios about character motivations - what do I want, what am I willing to do to get it, what happens if I can't get it - and leave the ultimate arc of the narrative in question

<snip>

If the scene can lead in only one real direction (toward the pudding, toward the BBEG), that's a bottleneck

<snip>

to me, it's an interesting decision when your character has to question their goals, often more interesting than a character who just has hurdles in place of achieving their goals.
Do you lose anything in that failure? Do you have to re-evaluate anything? What happens as a consequence of that failure, and it is markedly different from what would happen had you had a success? Do you have to try again?

<snip>

If the goal of Mt. Pudding is just to get pudding, the setbacks you suffer on the way there aren't meaningful.

<snip>

If the goal of Mt. Pudding is to find the pudding with the divining rod, the setback of missing your divining rod is meaningful, but it's not clear what that failure means - are you unable to put the pudding to use? Is someone going to punish you for missing the divining rod? Do your enemies now have the divining rod and can use it to find the Other Pudding?
If the goal of Mt. Pudding is to get the coin hidden there, then any result that still provides me an option of getting the coin doesn't feel like a very meaningful failure to me. If what is happening is still INPUT("I want the coin")->STUFF HAPPENS->OUTPUT("I get the coin."), in broad strokes, the STUFF that HAPPENS doesn't affect the end result much (though it could flavor the getting there - maybe it's miserable and barely eked out, maybe its easy and it's triumphant, but no matter how miserable it gets it'll always be possible).
A lot of this I don't think I fully follow. But there seem to be some assumptions that don't quite make sense to me.

First, on goals and failure: in 4e, the odds of failing a given check are typically between 10% and 50% (depending on details of difficulty, build, etc). And a given session has many checks. In BW, I feel from play experience that the odds of failure are generally higher than this (though the maths of dice pools, and the extreme variability in PC builds, makes it harder to calculate typical odds of failure). And again, a given session involves many checks.

If each check raises a serious prospect of failure, and each failure raises a serious prospect of changing goals, I don't see that dramatic arcs are going to arise. Dramatic arcs, especially in adventure fiction, tend to be generated by failures that are incurred while resolutely sticking to a goal. For my own RPGing, major dramatic arcs tend to unfold over many sessions - perhaps a year or two of play. Having the goal of attaining the pudding on Mt Pudding be abandoned because of a single failed Climb check doesn't strike me as very conducive to the sort of play I'm interested in.

Second, on goals and success: there is no guarantee that the PC will attain the pudding on Mt Pudding. "Fail forward" is a guarantee of *action* that is oriented towards or arises out of the dramatic themes and framing. It is not a guarantee that any paticular goal will be achieved. I posted some actual play examples upthread: the PCs in my BW game, instead of escaping the orcs unscathed and getting to explore the pyramid the orcs were heading towards, had to regroup to a tower in the Abor-Alz so that there injured party members (following a scathing by the orcs) could rest and recuperate.

Third, on INPUT > STUFF HAPPENS > OUTPUT: doesn't that describe every episode of RPG play ever? Maybe you are assuming that there is no connection between the OUTPUT and the STUFF THAT HAPPENS? But why would you assume that?

Fourth, on meaningful failure: losing the diving rod is meaningful. It makes it harder to get the pudding. If, at the end of the campaign, the PC nevertheless got the pudding then we might say, in retrospect, that losing the diving rod didn't matter. Just as, at the end of LotR, we can see (as can Frodo himself) that losing the mithril coat didn't matter. But that doesn't mean that, at the moment of loss, it's not meaningful. After all, how do we know there won't be another troll with a spear, just as there was in Moria?

The reason, in [MENTION=6696971]Manbearcat[/MENTION]'s example, for narrating a loss of the divining rod rather than a fall into the chasm is because, at the table Manbearcat is inviting us to imagine, being dead at the bottom of the ravine is likely to bring an end to the arc that no one would really enjoy, whereas losing the rod is a failure - the PC no longer has the apparatus for easily obtaining the pudding, even should s/he make it to the summit - which pushes into new interesting play.

As for the questions you ask - the fate of the diving rod, the actions of enemies, etc - they are for play to determine. The loss of the rod creates new (and dramatically salient) fiction to be incorporated into new narrations, not unlike the example of the mace from my BW game, that I've mentioned upthread.

The goal is to climb the mountain. Scathed or not is merely a degree of success or a degree of failure depending which way the dice go.
You're rolling checks for tasks, not intent. You state your intent, sure: "I'm going to climb Mt Pudding and get me some yummy pudding!" - but then you roll for the tasks involved

<snip>

I guess what it comes down to for me is that fail-forward for me still has to be a fail. If the goal which you rolled the check for was to climb the mountain and you rolled a fail, that tells me that no matter what else has happened you are not now at the top of the mountain.
The goal is to climb the mountain and get the pudding. Losing the divining rod is an impediment to this goal, just as falling down the ravine would be. It is a failure.

If you focus only on task and not intent, then you may not see it as a failure. But in "fail forward" games, intent is as important as task. I've already mentioned the BW rules and advice on this several times upthread.

the action should stop at the point where she loses the rod, not once she's got to the top without it
If the player-as-character chooses to continue the climb this would prompt another check to see if she makes it the rest of the way up; and if she instead chooses to climb back down and try to recover the rod you're into a different check, and so on.
The action does stop when the rod is lost, in the sense that that is the narrated consequence for the failed check, and now the player has to declare a new action for his/her PC. Maybe s/he dives into the ravine after the rod (or tries to climb down in search of it). Maybe s/he keeps going to the top without it.

In the latter case, the GM may well not call for a roll, if there is no sense of any more interesting consequences resulting from the climb, and the real action is in trying to recover the pudding without the rod. That would be an instance of "say yes or roll the dice", which is another technique fairly common in scene-framing, "fail forward"-type play.

I've given the one way that I can see that the rod could be a part of the climb check. A pack that isn't secured well or damaged is something else entirely. It could break and the rod is lost due to bad luck, and it could even happen as a result of the failed climb check, but there would still be the failed climb check to contend with.

<snip>

I understand what you are saying, but I don't agree with it. A failure to climb is a failure to climb in some way and nothing else.
I have a fumble rule for skills. A 1 is a fumble and something has gone wrong beyond a simple fail. When a 1 is rolled, a second 20 is called for and if it is a 1, then things are even worse. It continues until no 1's are rolled. 20's get treated the same way. It's very possible for all kinds of interesting and applicable things to happen outside the normal success/failure dynamic of skill checks.
To me, this implies that a rod can be lost when a character falls due to a failed climb, but a rod can't be lost without the character also falling, because there is (in D&D) no separate mechanic for determining whether or not gear is lost on a climb.

In any event, reiterating that, for you, the only stakes to a Climb roll are "Do I climb or do I fall" is a clear reiteration that you don't like "fail forward"-type techniques. Key to "fail forward" is that the stakes are governed by intent as well as by task.
 

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