grendel111111
First Post
On the distinction about "fail forward" meaning different things in different playing (or, I think more to the point, GMing) styles, I think you have a good point. "Fail forward" may very well be a cluster of techniques, some of which are useful for any given style. On the other hand, I am pretty sceptical about any "purist" approach to pre-authoring. I think most likely every GM has some things s/he authors on the fly - NPC intentions regarding the characters and dispositions being particularly common ones; details of the "small furnishings" in a room being another. I think it's more a matter of degrees than pure approaches.
I think a useful question as regards pre-authoring might be "what things are most usefully pre-authored, and what things are better authored in response to game situations as they develop?", rather than "what type of authoring is best*, pre-authoring or authoring-in-the-moment?"
(*: or even "do you prefer").
I agree with both of these statements, about fail forward being a cluster of ideas (and some being better for some styles than others), and that pre-authoring is a continuum.
I have a very strong preference for pre-authoring when I am a player (not so much when I am a DM).
Every game has a level of "non-pre-authoring" in terms of unexpected things happen.
Where I diverge from fail forward (and this may be just because of my love of math and probability and how it interacts, and how I view it in the game, etc.) is that I dislike the tying of abstract thing to characters abilities.
In the example of the mace here is the way I see it playing out.
The DM does not know if the mace in the tower. With the fail forward example they will find it if it is there, and if it isn't there they will find the alternative path. So the difference between the 2 is not "did they search good enough" but is the thing they are looking for there.
My preference is (if you need to decide and the DM can't) just roll a die not tied to a skill (50/50).
One response to this was "we are tying it to "failure" not to the skill" but mathematically that is utter rubbish. You might mean that you don't care if it's tied to the skill, but it is easy to show that it is inversely proportional to your skill.
Skill will succeed on (p) so chance of failure is (1-p) so chance of mace not being there is (1-p)
As p goes up the chance of the mace being there goes down.
As soon as a DM says to me "If you pass the roll you will find the mace, but if you fail the mace is not here and I will give you a clue to it's location" the "Schrodingerness" of the situation is staring me straight in the face.
I do not see why tying the location of the mace to your search skill is any better than tying it to just to a random roll. Or just deciding which result would be more interesting and just going with that. (Having a chase here would be fun, lets go with that)
I do understand those who have a strong narrative approach most likely won't have the issue (I am not trying to make them start having the issue), and won't see the issue (because it doesn't come up for them), but it is an issue for some people. However it doesn't stop us from finding good things in fail forward that we can use in our games. I have already found serveral new things and approaches from discussions like this that I have added to my game.