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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%

The game from which I learned fail forward makes the failure known before rolling... Burning Empires.

BE's process:

Player states the goal, the method, and intended skill(s):
GM states difficulty and failure outcome:
Player can back out, or can assemble the dice pool.
Player rolls. GM and player narrate the outcome based upon the goal or failure.

I've used fail forward with D&D in limited cases. Mostly social situations.
Usually using
  • DC made: get desired outcome
  • DC missed by ≤5: either increased demand for compensation or part of demands met
  • DC missed by >5: failed.
I've also used cases where failure merely wastes time and resources as:
  • DC Made: accomplish task
  • DC failed by ≤5: resources spent, next try gets DC-5
  • DC failed by >5: resources spent, project blown

Those are both types of fail forward that fit nicely in D&D (and are based upon tasks stated in HotDQ).


My original post didn't get posted it some how got lost in the sending and when I refreshed it was gone. So I wrote the post above. Unfortunately I missed a couple of things out in the repost. One was that I use it in D and D almost the same as you. I also gave example of the lock picking fail forward.
Instead of you pick the lock and fail: rather than you get through the door but now it is raining - "picking the lock is taking longer than you expected, you start to feel drops of rain on your face as you work. You're sure you can get this lock open in another minute, but the rain is quickly picking up".

Likewise for a patrol the lock is taking a long time and you hear footsteps coming your way.

It gives the players the chance to choose "I'll accept the fail and find another way past the obstruction", "I abandon picking the lock and get the barbarian to kick the door in", or "I'll take the fail forward with the risks involved".

I think this takes it away from being a DM decision and puts in back in the hand of the players to decide if the risk is worth it.

I also think it is important to only use it sometimes so the players don't end up expecting or relying on always having a fail forward.
 
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What would be interesting for me is some advice on how to get PC's to declare goals like this (as explicitly as possible!), and how to mix them together into plots where they can't be accomplished at the same time. I don't know if that's Fail Forward, but it sounds meaty!
Most of Burning Wheel's GMing advice - for action resolution, for scene-framing, for backstory and campaign design - is aimed at this. It interacts with a PC build system that requires players to provide clear signals about goals for their PCs.

"Fail forward" is a fairly important element in this, because it is the narration of failure by the GM that introduces the additional content into the fictional situation that establishes the conflicts between a player's goals for his/her PC.

To give an actual play example, again from BW:

* The mage PC has three relevant goals: to align with the other PCs so as to free his brother from Balrog possession, and also to recover a nickel-silver mace from the ruins of his former tower;

* The sorcerer/assassin/ranger PC has a goal to flay her former master and send his soul to Hell, in revenge for what he did to her - her former master happens to be the brother;

* The elven ronin PC has a goal to confront evil whether it resides in the hearts of orcs or humanity, and (as part of his backstory) wears a broken black arrow about his neck, the cursed arrow that slew his (former) master and mentor.​

The PCs arrive at the ruined tower in the Abor-Alz which, some 14 years ago, was the home of the PC mage and his brother, and which they abandoned when it was attacked by orcs and his brother became possessed by the Balrog when an attempt to cast a might combat spell failed. (This was backstory already established by the player of the mage, more-or-less from the beginning of the campaign.)

As already noted, the player of the mage wants to find the mace that he once forged but never successfully enchanted (further backstory established by the player a session or so beforehand, when he decided that a mace would be a good melee weapon for his PC.) So the PC encourages the elven ronin to search through the tower looking for the mace (the ronin being the only PC with Scavenging skill, which is the relevant skill in BW for this sort of thing).

The check is made, and fails. So I tell the players that the ronin searches through the ruins of the tower, but the only interesting thing that he finds is a stand of black arrows sitting in the ruins of what was, 14 years ago, the brother's workroom to which the PC mage was never admitted. When the PC mage uses Aura Reading to ascertain the nature of the arrows, I don't ask for a roll but simply tell him: the arrows are cursed with a penalty to recovery rolls from the injuries they cause which (for various system mechanical reasons) will be particularly harsh on elves.

The mace, of course, can't be found. Someone else must have already taken it. (In the next session it turned out that it had been taken by the dark elf who was trying to thwart the PCs.)

In narrating that failure for the Scavenging check, I achieve several things: I generated a very strong implication that the brother was evil before being possessed by the Balrog; I established a clear connection between the elven ronin's backstory and the backstory of the other two PCs; and I made it hard if not impossible for the mage PC to ally with the other PCs to save his brother. (In a subsequent session, there was in fact a Duel of Wits between the mage PC on one side and the sorcerer-assassin and elf PCs on the other side, in which the mage was persuaded to ally with them in tracking down his brother, but so that he could be killed - because he was clearly irredeemably evil.)

To say that, in this example, the failure at Scavenging wasn't really a failure because the PCs nevertheless recovered some potentially valuable magical items (four black arrows) would, I think, be completely misunderstanding the dynamics of play. To allude to the distinction that [MENTION=99817]chaochou[/MENTION] drew in a post not too far upthread, it would be to focus entirely on capabilities (in this case, how well equipped are the PCs) and not on characters and their motivations and dramatic circumstances.

IMy impression is that Fail Forward removes a potentially interesting failure condition ("you can't") intentionally, so that a momentum toward a goal is maintained.
Then you are under a false impression. What is maintained is not "momentum towards a goal". What is maintained is momentum, pure and simple.

Dropping the rod down the ravine doesn't maintain momentum towards the goal of recovering the pudding from the top of Mt Pudding. It impedes that goal, by making finding the pudding harder. But dropping the rod does maintain momentum, because it forces the player to make a choice for his/her PC which is - on the assumption that there is player buy-in in the first place - dramatically engaging. Namely, do I keep going up and try to secure the pudding without the benefit of a diving rod, or do I go and hunt for my rod but thereby delay my summiting of the mountain.

In my actual play example, finding black arrows rather than the mace doesn't maintain momentum towards the goal of recovering the mace. It significantly reduces that momentum. But it generates momentum in another direction, namely, bringing the potentially conflicting beliefs and goals of the PCs closer to a crisis point.

I also think it is important to only use it sometimes so the players don't end up expecting or relying on always having a fail forward.
My response to this is the same as to the previous quote from IAB. The only thing that "fail forward" allows players to rely on is that their PCs will always be confronted by interesting and engaging challenges. And that is something that I do want the players in my game to expect. If I'm not delivering this, then I'm failing as a GM. (More on this below in this post.)
In the case of Fail Forward, it doesn't appear that the repeat attempt costs you anything of note (unless it requires the use of multiple competing goals as I point out above).
This I don't follow. Putting to one side what exactly "repeat attempts" actually mean (given that systems which emphasis "fail forward" are also likely to use some version of Let It Ride, or scene-based resolution, which means that repeats aren't possible), every failure is costing something vital to the PC and his/her goals. (Eg - in [MENTION=6696971]Manbearcat[/MENTION]'s example, the PC loses his/her pudding divining rod; in my actual play example, the PC loses not only the prospect of finding the mace in the tower, but also loses any immediate prospect of allying with the other PCs so as to save his brother from the Balrog. These are all costs of rather great note for that PC and that player.)

Note that this does not depend upon multiple competing goals, because the goals are only competing as a result of the failure. I think that that is clear in my actual play example. It's also clear in Manbearcat's example: the goals of finding the pudding, and of getting to the top of the mountain, only come into conflict once the rod has been dropped, which makes it the case that finding the pudding (by way of the rod) might require not going up the mountain (which, at least if it's to be done expeditiously, requires abandoning the rod down the ravine).

If the PCs are as motivationally thin as the traditional 1st level AD&D PC that you describe - all they want is treasure and renown - then losing the rod may not bother them, as they will just go on to some other adventure. For "fail forward" to be interesting as a technique, the players have to be sufficiently vested in their PCs' goals and commitments that compelling failures of intention are available for the GM to narrate.

Speaking from a player's perspective - I WANT complications and difficulty. So the incentives here seems screwy - if as a player I want complications and difficulty then...I want to fail checks?
"Fail forward" techniques tend to be associated with "scene framing", character-driven play - as has been discussed and elaborated upthread.

If the mage PC in my game had been successful in finding the mace in the tower, he would still have had complications and difficulties. Just different ones, related to whatever goal the player authored for the PC to replace the "get a mace" goal. (In BW all PCs have three Beliefs at all times, and a player is free to change any Belief at (almost) any time.) The difference between success and failure isn't about whether or not the PCs have challenges in front of them, but whether the unfolding path of those challenges is broadly reflecting the PCs' desires and goals, or thwarting them. A dramatically satisfying story tends to need a bit of each - constant failure can generate bathos, just as constant success can generate Mary Sue-ism.

I wonder if "puzzle fun" (AKA: achievement) isn't the fun that advocates of Fail Forward tend to slightly prefer, over "dice fun" (AKA: excitement). In which case we may have a good ol' fashioned goal misalignment when it comes to using Fail Forward as a tool.
I think the "puzzle" thing is entirely a red herring - the paradigm of puzzle-type play is classic D&D (ToH, White Plume Mountain etc) which has nothing to do with "fail forward".

The fun of "fail forward" play is the creation of dramatic narrative by way of RPGing. Eero Tuovinen puts it well:

The fun in these games from the player’s viewpoint comes from the fact that he can create an amazing story with nothing but choices made in playing his character; this is the holy grail of rpg design, this is exactly the thing that was promised to me in 1992 in the MERP rulebook.​

I would hope that my actual play examples also illustrate that this is what the fun consists in. (Of course "amazing story" is a matter of degree - but B fiction is much more aesthetically engaging when you are spontaneously generating it as a participant with your friends.)

there are a multitude of possibilities between... narrating consequences s/he thinks are fun and interesting (I'm assuming that also successfully engage the players) vs. narrating consequences s/he thinks are frustrating and boring (which I'm assuming do not engage the players.)...

From the GM narrating what he/she finds personally fun/interesting (that does not gel with or engage the players) to what the players think is fun and interesting (but is never considered or not deemed so by the GM).

<snip>

What if I believed I could grab an outcropping or survive the fall and thus would rather fall then loose my rod? Why do you the GM get to decide that is the consequence when the mechanics I was engaging with are the mechanics for climbing... not for dropping or loosing items...
This is all about stakes setting. You are asking, in effect, What happens if, from the point of view of the players, the GM sets the wrong stakes? The answer is, if this happens repeatedly then the game will suck. That's why, as Eero Tuovinen points out in the same blog I already linked to in this post,

The GM . . . needs to be able to . . . figure out consequences. Much of the rules systems in these games address these challenges, and in addition the GM might have methodical tools outside the rules . . . and pure experience (helps with determining consequences).​

Ron Edwards also addressed the issue in a post about scene-framing techniques:

It's not the distributed or not-distributed aspect of situational authority )ie who gets to frame scenes and set stakes] you're concerned with, it's your trust at the table, as a group, that your situations in the S[hared ]I[maginary ]S[pace] are worth anyone's time. Bluntly, you guys ought to work on that.​

To pick up on your particular example: if the player clearly prefers the stake of the failed check to be falling down the ravine rather than losing the rod, then the GM should be having regard to that in framing stakes.

Similarly, if the player has already established in the fiction that his/her rod is well-secured (eg via a successful backpack-packing check) then the GM should be having regard to that settled backstory in framing consequences. (As far as grabbing an outcropping, etc, that may already have been resolved as part of the Climbing check - that will itself depend upon how the stakes have been framed.)

As I noted upthread, there are also some GMs around who build boring dungeons. But that's not an objection to classic D&D in general. All games that are based around a GM require that GM to have the appropriate skills. (In my own case I think I'm not especially good at dungeon design, but am not too bad at narrating "fail forward"-style consequences that keep the game moving in a manner that engages my players.)

the GM should also have some say in the stakes - editorial or veto power, if you will, to keep the efforts sensible.

<snip>

If the player really doesn't want certain consequences, I'd just allow them to make a check. Don't want to lose the Wand of Pudding Location on the way up? Make a Survival check before you start. If you make that check then, on the way up, if you fail a climb, I won't impose a "dropped the wand" consequence. I'll think of something else, instead, that is consistent with the preparations the players took. Because, really, the players won't be able to think of *everything* - there's always a consequence the GM can add.
Agreed. Ultimately it is the GM who sets the stakes in this sort of game, because otherwise the player is forced to manage both sides of the conflict while trying to play a character located on one side of the conflict - which can be a difficult conflict of interest to resolve.

But of course the GM is having regard to player concerns and interests - that's the whole point of this sort of play - and players who want to lock down the fiction in certain ways can use the game systems to do so - that's what skill checks, fate points etc are for.

And flexibility with respect to backstory, in combination with the general frailties of human preparations and anticipation, mean that there are absolutely always consequences that can be imposed without contradicting the established backstory.

Tying unrelated events to a skill makes it too disjointed for me.
In picking a lock a fail resulting in broken tools or alerting the rooms occupants is a logical follow on from failing to pick a lock (you used too much force, dropped you tools, etc.) but a failure that let you "open the door, but it starts raining" (somehow if you were better at picking locks you could have controlled the weather) is a step to far for me.
it rains on the skilled and unskilled alike. If it is going to rain then your lack of skill isn't going to cause it to happen.
For me the failing point with the rain, isn't that the rain isn't interesting, because it clearly is... but it would be interesting if you lock pick successfully or not.

<snip>

If you need a chance of the raining happening just pick a chance and roll.
Again, this is about how the stakes are set.

The language of "causation" is mistaken, though. The attempt by the elven ronin in my BW game to find the mace in the tower didn't cause the mace, or the black arrows, to be there or not there. Rather, the mechanical action declaration - an event at the table - caused me, as GM, to establish one or the other as true within the fiction.

You might say that finding the black arrows would have been interesting whether or not the PCs found the mace. True. But part of the point of an RPG is that the players and GM share authority in determining what is true in the fiction. The player of the mage, who was the one who actually set up the Scavenging check (even though it was attempted by another PC), did not want to find black arrows, and thereby learn (in character) that his brother was doing wicked things prior to being possessed by a Balrog. And if the check had been successful. then as GM the rules of the game oblige me to respect the player's desire.

The point of failure, in a "fail forward" game, is to shift authority to the GM rather than the player to introduce interesting stuff, which thereby allows the GM to introduce stuff that thwards rather than conforms with the players' desires for their PCs.

So, just as I narrated black arrows in lieu of a mace on a failed Scavenging check, I could imagine that there might be a situation where it is appropriate to narrate opening the door into a rainstorm for a failed Lockpicking check.

if you decide that on a failed medicine roll, then the patients family turns up and demands that the operation stop for religious reasons there is no link between the skill and the result. The family would turn up independent of the doctor skill. They would turn up if a good doctor was working on the patient or if an OK doctor was working on the patient. The doctors skills in no way affect the chances of the family turning up. So either it is so interesting that it happens anyway, or assign a random chance of it happening independent of what is happening in the operation.
My response to this is the same as for the rain example: you are assuming a type of correlation between the resolution of the action declaration at the table, and the causal processes that unfold in the gameworld, which does not hold in a game being played "fail forward"-style.
 

Getting the pudding is the goal, yes. Climbing the mountain is but one step towards said goal, but a significant enough step to call for its own check independent of any check required to actually find the pudding once at the top.

The mere failure of the task (climb the mountain) leaves the overall success-failure status of the intent (get the pudding) still unresolved as there may still be other avenues allowing access to the pudding. Only once the character decides there's no way she's getting any pudding and thus abandons it for something else can the intent also be declared a fail.

<snip>

The loss of the rod adds another challenge but doesn't negate the first one. It just adds more "real action", to use your term.

Intent or task notwithstanding, I think we agree there's more ways to fail than just falling. A loose foothold might give out leaving her stuck in place, for example, unable to keep going or to descend without falling but still safe as long as she can hang on; which she'll have to do until someone can come to her aid. Or she might find herself unable to progress further but safely able to return to ground. Or she might get her foot stuck in a crack in the rock. None of these have anything to do with losing any gear, they're just things that can go wrong while climbing.
If someone is trying to climb to the top of the mountain with the rod and they fail the roll and end up at the top without the roll, what progress is being made? The trip is done. There's nothing left to do regarding the climb, so you haven't progressed towards your goal. The goal is over. You've succeeded in getting to the top.

Edit: I also think you're looking at the goal incorrectly. The goal of getting to the top safely is a two part goal. Get to the top AND safely. Failing at one part of that goal doesn't mean that getting to the top still isn't a success at the other part.
I'm not really sure of the point is of all this parsing of goals, sub-goals, overall failures, sub-failures, etc.

In the example being discussed, the player's action declaration for his her PCs is that s/he climbs the mountain, motivated by the desire to get the pudding at the top, and carrying his/her trusty divining rod for the purpose of finding the pudding once the mountain has been summited.

If the PC gets to the top but in no condition to easily find the pudding (due to loss of the rod, or some damage to her senses, or because pudding thieves have got their first and taken the pudding), then things are not unfolding for the PC as the player (both in the real world, and in character) desired them to. I think this is the fundamental point that [MENTION=97077]iserith[/MENTION] has been reiterating.

That is the sort of failure that is salient in games that emphasise "fail forward" as a technique. That there another sense in which the PC succeeded ("You lost your rod, and you're half-blind and freezing, but at least you're at the top!") is really neither here-nor-there.

If, for whatever reason (eg a desire to correlate action resolution methods with ingame causal processes, as evinced by [MENTION=6803870]grendel111111[/MENTION] in discussing the lock-picking and rain example), a group does not want the GM's narration of failure to focus on these sorts of goal/motivation-oriented consequences, and instead wants stakes to be set rather tightly simply in virtue of the skill or ability made, perhaps even as part of the skill definition (see eg the traditional D&D thief abilities), then that's fine for them.

But that doesn't mean that there is no sense of failure, goal, etc which is not readily identifiable and serviceable for use in "fail forward"-style games. The player (and his/her PC) wanted the PC to be in situation X. The check failed. So the GM narrates the PC into situation Y instead. That's failure, a failure of the PC (and player) to get what was wanted. The fact that situations X and Y share some elements in common doesn't change that.

(In classic D&D player situations X and Y share some elements in common too: the thief might have fallen down the ravine, but s/he won't have dropped his/her stuff.)
 

We're moving the goalposts a bit, but since this better reflects actual play than "this mountain with one goal" or "this dungeon with one goal", I'll totally play with the field. :)

Fair enough - and that's why I expanded the metaphor.

Here, you've introduced multiple competing goals that cannot all be accomplished. Your character has a goal to protect their friends and comrades, and ALSO to get the coin at the top of Mt. Pudding. Choosing between competing goals is AWESOME. That wasn't an element of Mt. Pudding or the Dungeon with the BBEG and the Secret Door. But if Fail Forward means that you cannot do both A and B (get the coin at the top of Mt. Pudding and preserve the lives of your friends and comrades), my issues with it mostly evaporate, because there's still interesting choices about whether or not you want to do this. Fail the check, you can still get the coin, but some other goal you have is destroyed.

What would be interesting for me is some advice on how to get PC's to declare goals like this (as explicitly as possible!), and how to mix them together into plots where they can't be accomplished at the same time. I don't know if that's Fail Forward, but it sounds meaty! :)

The only issue there is that there's a lot of simplistic single-minded characters out there (most D&D characters I've seen, at least at the first few levels, only have a goal of "do this first adventure," and are still in the process of fleshing out their character motivations in more detail) - when the character IS Ahab, and their only goal IS the coin at the top of Mt. Pudding, there would seem to be no interesting choices to make. But I can see a lot to be gained from solving that problem by encouraging more varied and nuanced character goals.

A big part of this IMO is that D&D took a massive step back post DL-1 and with 2e. And never really recovered. In oD&D, 1E, and B/X, BECMI, and the RC you have the following goals you need to balance in character.
  1. Stay Alive, and keep your hit points up.
  2. Get Treasure (1GP = 1XP - and for wizards treasure is the main way of getting new spells)
  3. Move Fast - every ten minutes spent in the dungeon or hour in the wilderness is a wandering monster check. And wandering monsters don't carry treasure. The clock is ticking.
  4. Preserve resources including spells, equipment, and hirelings. You might need them later, and your hirelings might quit on you if you lose too many. And as you won't clean out the dungeon in one go preserving spells means you can go deeper and get more treasure.

That's four distinct goals that are frequently in tension arising just from the rules of the game. And that's before you take characterisation into account.

On an adventure path like Dragonlance you lose most of these goals - you seldom have to worry about wandering monster checks, treasure is nowhere near as important, and you don't have hirelings to look after. Meaning that the goals on an adventure path boil down to "Stay Alive" and "Make the check points" - a far less interesting set of choices especially because making check points follows on almost automatically from staying alive. (The Dragonlance Obscure Death Rule takes away even the need to stay alive, but I digress).

This means that even the most one dimensional murderhobo in a dungeon crawl under classic rules has more interesting RP choices than any but the most well defined PCs being pitched to directly by a good GM in most modern RPGs. Even just adding very simple pressures or conflicts within motivations adds dimensions to a character.

(On a tangent, one of my many problems with 3.X wands of Cure Light Wounds and 4e played without pressuring extended rests is that it turns hit points from a strategic resource where the loss of each hit point is something that might come back to bite you to a tactical resource where only the hit points in the specific fight matter, making that question a lot less pressing for staying alive; being put into a position in 4e when your Invoker is tanking because no one else has healing surges is awesome and doesn't happen enough).

Modern and Indy games have tried to add back these goals-beyond-staying-alive and lend them mechanical weight; there's a gaming equivalent to Gresham's Law that says if there's a fun way and a way that wins people will pick the way that wins (I forget who I'm paraphrasing). This means that if the mechanical model of success boils down to "Do you stay alive?" and nothing else gives them extra mechanical effectiveness, that's what people will prioritise. Even nice ones trying to play the game you're offering them - because that's what the game actually is. In order to get most groups to play for other motivations you need to give mechanical weight to them (possibly including the Tenra Bansho Zero reverse-death-spiral where PCs can't be killed unless they've declared they can, but when they declare "This is something I'm willing to die for" they get pretty big bonusses as the music swells).

The MSH abstract karma point to spend on things you care about. The Fate freeform aspect to indicate what you care about in the world - and give you a bonus for invoking it and a reason to want it invoked on you (and a lot of variations on this theme from the Cortex+ distinctions onwards). Hard coded morality systems (MSH, WoD) have given way to aspect based ones. Characters starting with a relationship map (Smallville) which has been thinned down to Hx or Bonds so that you actually have defined starting relationships, indicating how you want to treat your fellow PCs. Get that number of motivations up to four and you have a three dimensional character, although a crude one. (Get it up to ten separate aspects and you're left with a mess).
 

I'm not really sure of the point is of all this parsing of goals, sub-goals, overall failures, sub-failures, etc.

In the example being discussed, the player's action declaration for his her PCs is that s/he climbs the mountain, motivated by the desire to get the pudding at the top, and carrying his/her trusty divining rod for the purpose of finding the pudding once the mountain has been summited.

Because we're talking about a climb check, so climbing is what is being tested as the primary goal. Getting there safely is not part of the primary goal, except as applies directly to the primary climb test, such as falling or failing to climb. Other forms of safety like not dropping things or being attacks, which are not part of that primary goal are a part of the secondary goal suffering these other types of setbacks is not a failure of the climbing goal in the slightest.

If the PC gets to the top but in no condition to easily find the pudding (due to loss of the rod, or some damage to her senses, or because pudding thieves have got their first and taken the pudding), then things are not unfolding for the PC as the player (both in the real world, and in character) desired them to. I think this is the fundamental point that [MENTION=97077]iserith[/MENTION] has been reiterating.
Which, while it makes for good story, is not a part of a climb check.

That is the sort of failure that is salient in games that emphasise "fail forward" as a technique. That there another sense in which the PC succeeded ("You lost your rod, and you're half-blind and freezing, but at least you're at the top!") is really neither here-nor-there.

I disagree. When discussing the pros and cons of fail forward vs. standard checks, the cons of fail forward are very relevant. The disconnect between the action and the result of that one type of fail forward is key.

If, for whatever reason (eg a desire to correlate action resolution methods with ingame causal processes, as evinced by [MENTION=6803870]grendel111111[/MENTION] in discussing the lock-picking and rain example), a group does not want the GM's narration of failure to focus on these sorts of goal/motivation-oriented consequences, and instead wants stakes to be set rather tightly simply in virtue of the skill or ability made, perhaps even as part of the skill definition (see eg the traditional D&D thief abilities), then that's fine for them.

Even 5e (without invoking optional rules outside of the PHB) doesn't let the climber get to the top with a failed roll. It can be a traditional failure, or it can be progress (not success) with a cost. Climbing progress doesn't mean success at reaching the top. Progress =/= success. You could lose your rod and make it a portion of the way up, though.
 

Because we're talking about a climb check, so climbing is what is being tested as the primary goal.

<snip>

Which, while it makes for good story, is not a part of a climb check.

<snip>

When discussing the pros and cons of fail forward vs. standard checks, the cons of fail forward are very relevant. The disconnect between the action and the result of that one type of fail forward is key.
But these are all just statements of preference - or rather, of a lack of preference for "fail forward"-type play.

In a "fail forward" game, that it makes for a good story absolutely is part of adjudicating the consequences of a failed climb check. And what you call the "disconnect" between action and result is not a con, because - for those who like "fail forward", and are playing those sorts of game - there is no disconnect. Because there is no assumption that a failed check means a failed task. It means the PC is not in the situation that the PC (and his/her player) were hoping for, and that this is because of some consequences that has unfolded from undertaking the declared task. (But it need not have been caused by the task. As with the lockpicking example, undertaking the task might make the consequence salient - eg unlocking the door makes it salient that it is raining on the other side.)

As I've already mentioned multiple times upthread, the Burning Wheel rulebook makes this quite clear for that game; and the 4e DMG and DMG2 aren't quite as clear, but (as [MENTION=85870]innerdude[/MENTION] noted upthread) make a similar point in relation to skill challenges.
 

Because we're talking about a climb check, so climbing is what is being tested as the primary goal. Getting there safely is not part of the primary goal, except as applies directly to the primary climb test, such as falling or failing to climb. Other forms of safety like not dropping things or being attacks, which are not part of that primary goal are a part of the secondary goal suffering these other types of setbacks is not a failure of the climbing goal in the slightest.

Does this mean that you think that the Climb skill shouldn't be used for mountaineering? Because learning what you can take and managing logistics is a major part of mountaineering. In which case I agree that the climb skill as you have defined it is the wrong skill for the job. And you should instead

Me, I prefer a climb skill that covers almost all aspects of climbing including mountaineering - I don't have the patience for GURPS hundreds of skills. And I especially don't have the patience to make rolls for everything that I can think of that might go wrong (especially with the compound effects of multiple checks doing nasty things to probabilities). Instead I'd rather roll it all up into one check that covers the skill of climbing things like mountains.

I disagree. When discussing the pros and cons of fail forward vs. standard checks, the cons of fail forward are very relevant. The disconnect between the action and the result of that one type of fail forward is key.

On the other hand the assumption of utter infallibility in the course of subsidiary skills is something that you accept doesn't make for a good story, and it doesn't make for a good simulation of a world. So why do you favour it? Pure gamism? Or because it reduces the complexity and richness of the world to something that fits inside a model?
 

Fair enough - and that's why I expanded the metaphor.



A big part of this IMO is that D&D took a massive step back post DL-1 and with 2e. And never really recovered. In oD&D, 1E, and B/X, BECMI, and the RC you have the following goals you need to balance in character.
  1. Stay Alive, and keep your hit points up.
  2. Get Treasure (1GP = 1XP - and for wizards treasure is the main way of getting new spells)
  3. Move Fast - every ten minutes spent in the dungeon or hour in the wilderness is a wandering monster check. And wandering monsters don't carry treasure. The clock is ticking.
  4. Preserve resources including spells, equipment, and hirelings. You might need them later, and your hirelings might quit on you if you lose too many. And as you won't clean out the dungeon in one go preserving spells means you can go deeper and get more treasure.

That's four distinct goals that are frequently in tension arising just from the rules of the game. And that's before you take characterisation into account.

On an adventure path like Dragonlance you lose most of these goals - you seldom have to worry about wandering monster checks, treasure is nowhere near as important, and you don't have hirelings to look after. Meaning that the goals on an adventure path boil down to "Stay Alive" and "Make the check points" - a far less interesting set of choices especially because making check points follows on almost automatically from staying alive. (The Dragonlance Obscure Death Rule takes away even the need to stay alive, but I digress).

This means that even the most one dimensional murderhobo in a dungeon crawl under classic rules has more interesting RP choices than any but the most well defined PCs being pitched to directly by a good GM in most modern RPGs. Even just adding very simple pressures or conflicts within motivations adds dimensions to a character.

(On a tangent, one of my many problems with 3.X wands of Cure Light Wounds and 4e played without pressuring extended rests is that it turns hit points from a strategic resource where the loss of each hit point is something that might come back to bite you to a tactical resource where only the hit points in the specific fight matter, making that question a lot less pressing for staying alive; being put into a position in 4e when your Invoker is tanking because no one else has healing surges is awesome and doesn't happen enough).

Modern and Indy games have tried to add back these goals-beyond-staying-alive and lend them mechanical weight; there's a gaming equivalent to Gresham's Law that says if there's a fun way and a way that wins people will pick the way that wins (I forget who I'm paraphrasing). This means that if the mechanical model of success boils down to "Do you stay alive?" and nothing else gives them extra mechanical effectiveness, that's what people will prioritise. Even nice ones trying to play the game you're offering them - because that's what the game actually is. In order to get most groups to play for other motivations you need to give mechanical weight to them (possibly including the Tenra Bansho Zero reverse-death-spiral where PCs can't be killed unless they've declared they can, but when they declare "This is something I'm willing to die for" they get pretty big bonusses as the music swells).

The MSH abstract karma point to spend on things you care about. The Fate freeform aspect to indicate what you care about in the world - and give you a bonus for invoking it and a reason to want it invoked on you (and a lot of variations on this theme from the Cortex+ distinctions onwards). Hard coded morality systems (MSH, WoD) have given way to aspect based ones. Characters starting with a relationship map (Smallville) which has been thinned down to Hx or Bonds so that you actually have defined starting relationships, indicating how you want to treat your fellow PCs. Get that number of motivations up to four and you have a three dimensional character, although a crude one. (Get it up to ten separate aspects and you're left with a mess).

I really like this idea of classic D&D. Everything you do matters. If you pick a lock and fail, that is time spent to buy more enemies to kill you. That is a fail-forward system in theory I think. Because even failing a check changes the board. I imagine it's kind of hard to actually maintain that system because it requires a lot of tracking.

Over arching interconnected systems are things I like to see in games, but they always seem doomed to be broken in a tabletop game. They are hard to keep track of and the incentive to cheat for a good story is so high.
 

But these are all just statements of preference - or rather, of a lack of preference for "fail forward"-type play.

In a "fail forward" game, that it makes for a good story absolutely is part of adjudicating the consequences of a failed climb check. And what you call the "disconnect" between action and result is not a con, because - for those who like "fail forward", and are playing those sorts of game - there is no disconnect. Because there is no assumption that a failed check means a failed task. It means the PC is not in the situation that the PC (and his/her player) were hoping for, and that this is because of some consequences that has unfolded from undertaking the declared task. (But it need not have been caused by the task. As with the lockpicking example, undertaking the task might make the consequence salient - eg unlocking the door makes it salient that it is raining on the other side.)

As I've already mentioned multiple times upthread, the Burning Wheel rulebook makes this quite clear for that game; and the 4e DMG and DMG2 aren't quite as clear, but (as [MENTION=85870]innerdude[/MENTION] noted upthread) make a similar point in relation to skill challenges.

I'm not sure it is really a preference against anything. But this is all about peoples preferences for their style of play and kind of game they like. I think the truly great thing about 5E as opposed to dungeon world/ gurps/ Merps/ burning wheel, it that it doesn't push the game into only 1 style of game. Fail forward works fantastically in a fail forward style game and if that is the style you want then D and D can accommodate that. If you want a more simulation/objective game D and D can work with that too. If you want to go middle of the road and use limited fail forward then D and D fits the bill too. It's flexibility is it's strength.

One of the effects of preferences though is that it also makes what is a good thing in one game feel like a negative in another game. And so we get style clashes. I think fail forward is a great mechanic, but doesn't fit the way some people want to play D and D. What I think it more important than a "right way" to play D and D is to have many DM's running many games in many different styles, so that people playing D and D are able to find a game that matches their preferences.
 

But these are all just statements of preference - or rather, of a lack of preference for "fail forward"-type play.

In a "fail forward" game, that it makes for a good story absolutely is part of adjudicating the consequences of a failed climb check. And what you call the "disconnect" between action and result is not a con, because - for those who like "fail forward", and are playing those sorts of game - there is no disconnect. Because there is no assumption that a failed check means a failed task. It means the PC is not in the situation that the PC (and his/her player) were hoping for, and that this is because of some consequences that has unfolded from undertaking the declared task. (But it need not have been caused by the task. As with the lockpicking example, undertaking the task might make the consequence salient - eg unlocking the door makes it salient that it is raining on the other side.)

As I've already mentioned multiple times upthread, the Burning Wheel rulebook makes this quite clear for that game; and the 4e DMG and DMG2 aren't quite as clear, but (as [MENTION=85870]innerdude[/MENTION] noted upthread) make a similar point in relation to skill challenges.

You're making the same mistake as others here and acting like there is only one type of fail forward. I dislike the type that involves the disconnect and only ever use it when the disconnect can be connected. I gave an example earlier in the thread. The second sort of fail forward I use all the time. That's the type where when the party fails at something, the action doesn't end. Instead there are other avenues to try in order to continue forward. I love that sort. Fail is only really fail if it ends the action.
 

Into the Woods

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