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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%

Imaro

Legend
Alright, I've got a few moments, here.

Just to be as clear as I can on this. I haven't made any conscessions about anything. My premise was that with heavy prep (which presumes granular setting and metaplot material, either created by the GM or digested via purchased module) comes greater investment in the material that has been prepped seeing table time. Due to this temptation, there is a greater chance of the imposition of metaplot and "setting tourism" (the focus of play moving fundamentally from the PCs relationships/ethos/themes to experiencing the setting in motion - which immediately or eventually mutes the dynamic of the PCs as protagonists) than there is with light/minimal prep (even if this prep is focused and has high utility).

So you're just stating your belief... with no actual proof or play examples where you pre-authored and then it caused you to railroad your players... okay got it, just wanted to make sure @chaochou was aware that were just stating what we believe without a shred of evidence...

What I stated prior is that sytem (play agenda and play procedures) and social contract do the heavy lifting when it comes to mitigating the prospects of that imposition of metaplot and that dynamic of "setting tourism." Can they reduce it to zero? What I mean by that is "is it possible to have the imposition of metaplot and/or 'setting tourism' emerge regardless of system and social contract?" My answer would be, "while it might be extremely remote, it is feasible."

So then you do concede that no system can eliminate it in all DM's 100% of the time... which is exactly what I stated above and you made it a point to say you didn't concede anything...

For instance:

Take the Powered By the Apocalypse systems that @chaochou and I have been using for our play anecdotes (Apocalypse World and Dungeon World respectively). These systems are at the far end of the "congenial/adversarial to metaplot and pre-authored, granular setting" continuum. How does it accomplish this:

1) The players roll ALL dice.

2) The resolution mechanics are unified, simplified/streamlined, and completely transparent (I call that "elegant").

3) The GM has explicit, non-negotiable instruction to:

a) Follow the Rules. Contrast this with White Wolf's Golden Rule or AD&D 2e's "Rule 0" whereby the GM is instructed to break rules, ignore rules, or subvert the resolution mechanics when their deployment leads to outcomes the GM doesn't want.

b) Fill the Character's Lives with Danger/Adventure. The system goes into great detail about how the guiding principles for play interface with reward cycle and resolution mechanics. This is Baker's "push play toward conflict" and "escalate, escalate, escalate" from Dogs in the Vineyard. * World games are designed to naturally do this.

c) Play to Find Out What Happens. This is literally anti-metaplot. The outcomes of play procedures naturally lead to a snow-balling narrative filled with danger and adventure. The system will actively fight you if you attempt to impose metaplot. It is easier, and more profitable, to let plot emerge naturally through the course of play.

d) Draw Maps, Leave Blanks. Completely adversarial to granular, pre-authored setting. "When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change."


So how would it be possible for a GM to impose metaplot and/or granular, pre-authored setting in a * World game? By somehow overcoming 1 and obfuscating 2 (so the techniques of GM Force and/or Illusionism can be leveraged) while simultaneously ignoring some or all of 3a-d (with c actively fighting you and making your job harder).

In essence, they would be eschewing the game's agenda, breaking the rules, breaking the social contract (unless the players are actually complicit or utterly apathetic), and making their life more miserable than it would otherwise be (because the game is fighting them)...for no good reason. So, one question would be "why the hell are you playing a * World game in the first place when you could be playing something more amenable to your play goals?" Another question would be "if your players are complicit, why again are you running a * World game rather than a game that is amenable to the table's social contact?"

Possible in theory? Yes. If you're comfortable with the contention that you're actually still legitimately playing the game (rather than Calvinball) after you've willfully broken it to pieces and turned it into an abomination of itself.

Accepting the immediately above contention as true, then we're on to; feasible in the real world? Masochists exist...so, I guess?

While in general I agree one should choose a system that doesn't actively go against ones preferred playstyle... I will say that all GM's aren't even aware they have a preferred playstyle, much less analyze themselves and their games to the point where they can become self-aware of what they prefer... and even if you are involved in the hobby enough to hash all of this out, you still may want to experiment with games to see if they are for you or work with how you want to run them (irregardless of the games mechanics or agenda). On top of that house rules are (at least to the majority of gamers) an accepted part of the hobby so you also have to have an understanding of how the pieces of the game work to enforce agenda or risk changing something (knowingly or unknowingly) that can change how play turns out.

If I am creating the outcomes of failures from pre-authored material am I breaking any of the rules you stated above??

) The players roll ALL dice.... sure since I'll be deciding the difficulty, or deciding outcomes if they fail... why not.

2) The resolution mechanics are unified, simplified/streamlined, and completely transparent (I call that "elegant").... cool... sounds like many OSR games.

3) The GM has explicit, non-negotiable instruction to:

a) Follow the Rules... not breaking any rules (especially those that allow me to decide the outcomes of failures)

b) Fill the Character's Lives with Danger/Adventure... can definitely do this with pre-authored content...

c) Play to Find Out What Happens... Here we go, of course even if I use pre-authored content I'm still playing to see what happens since

1. I only decide the outcomes for failures

2. It's the trip to the outcome that will vary, thus me knowing the destination (the dragon's lair) or even the path to get there (At the top of Fire Mountain) does not in and of itself invalidate playing to see what happens...

d) Draw Maps, Leave Blanks... Most maps are incomplete at some level...

Which is to say IMO (as I said earlier) shows that true railroading is GM/DM dependent, not a result of chosen playstyle. Masochist or not, no game can guarantee a GM who wants the PC's to end up somewhere, do a specific thing, experience a particular event etc. can't make it happen.
 

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I think one of the biggest blockers to this conversation going further is the inability to have an agreed upon distinction between what material constitutes pre-authored "fiction" and what is in the moment authoring... I asked you as well as @Manbearcat... and someone else I believe what exactly are the boundaries between... fiction being pre-authored vs. pre-prepped vs. notes/ideas vs. in the moment authoring... could you take a minute to answer this as I think it will make our discussions more productive.

I think there is a lot of nuance in where items reside on the "improvisation" continuum and why they reside there. This makes it a bit difficult to communicate things conceptually. I'm going to take quick shot at it.

In my recent Dungeon World game, here are a few elements that are relevant to the fiction:

1) On the far end of the spectrum toward pre-authored lies the general locale and the general nature of the threat to be confronted. This is (a) an isolated sister settlement in frozen highland country that is cut off from the lowland civilization due to harsh conditions and blocking terrain making the primary route not traversable by normal travelers. (b) The looming threat is Far Realm in nature.

However, the framing of the two scenes that established these was authored by each player (a Bang - a player authored kicker that gets us into the action). Their backstory scenes firmly established this prior to play.

2) In the middle of the spectrum lies something like Schrodinger's Glacial Crevasse. While I authored this completely off the cuff as a result of a failed Scout roll during an Undertake a Perilous Journey (group) move, failing to properly scout while traversing a glacial wasteland would naturally lead to an encounter with a topographical hazard or some other more malignant threat. If this were a game where consequences were derived by a pre-authored table and then rolled upon, a crevasse would definitely be on that table. Further, I think such a table would move things further toward pre-authored and away from improvised.

3) Finally we arrive at completely improvised material. Examples of this would be a locale (Earthmaw, a hobgoblin trading outpost/kingdom) and a denizen (Averandox the Ancient White/Blizzard Dragon that claims the highlands as his territory). Both of these were authored entirely in the moment as a result of successful (10+) player action declarations where I'm obliged (or I allow them to) to introduce something both (i) interesting and (ii) useful into the established setting/backstory/continuity.

There is my first pass (totally improvised!).
 

pemerton

Legend
if I use pre-authored content I'm still playing to see what happens since

1. I only decide the outcomes for failures
Pre-authoring means that some failures are dictated in advance. Eg if I've decided that the mace is not in the ruined tower, then the check to find it will fail regardless of what the players roll, or how many resources they devote to making the check succeed.

It also means that some other aspects of outcomes are dictated in advance. If the GM has pre-authored that (for instance) the dark elf has fouled the waterhole, then the PCs will have trouble with water regardless of their navigation/survival checks.

Those are not insignificant differences between pre-authoring and scene-framing/"fail forward" play.
 

Imaro

Legend
Pre-authoring means that some failures are dictated in advance. Eg if I've decided that the mace is not in the ruined tower, then the check to find it will fail regardless of what the players roll, or how many resources they devote to making the check succeed.

It also means that some other aspects of outcomes are dictated in advance. If the GM has pre-authored that (for instance) the dark elf has fouled the waterhole, then the PCs will have trouble with water regardless of their navigation/survival checks.

Those are not insignificant differences between pre-authoring and scene-framing/"fail forward" play.

Isn't this unavoidable? It's just a question of where the scale & granularity falls... as you yourself said in an earlier post... there are no Dark Elves in the dessert, thus any skill check to search for a Dark Elf in the dessert will fail regardless of resources or rolls.

I am curious about something... could a PC search for that mace anywhere in your campaign world and if the check was successful find it? If so... I can see why some would feel this style has a greater chance for incoherent outcomes... if not then you have already decided certain failures are pre-authored.


EDIT: To address your second point about the water being fouled... that is not true. A survivalist could in theory find a way to purify the water... a spellcaster might be able t purify the water... and so on. See IMO this is the difference between railroading vs pre-authoring. Pre-authoring does not suppose a solution can or cannot be found... it just is.
 
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Imaro

Legend
I think there is a lot of nuance in where items reside on the "improvisation" continuum and why they reside there. This makes it a bit difficult to communicate things conceptually. I'm going to take quick shot at it.

In my recent Dungeon World game, here are a few elements that are relevant to the fiction:

1) On the far end of the spectrum toward pre-authored lies the general locale and the general nature of the threat to be confronted. This is (a) an isolated sister settlement in frozen highland country that is cut off from the lowland civilization due to harsh conditions and blocking terrain making the primary route not traversable by normal travelers. (b) The looming threat is Far Realm in nature.

However, the framing of the two scenes that established these was authored by each player (a Bang - a player authored kicker that gets us into the action). Their backstory scenes firmly established this prior to play.

2) In the middle of the spectrum lies something like Schrodinger's Glacial Crevasse. While I authored this completely off the cuff as a result of a failed Scout roll during an Undertake a Perilous Journey (group) move, failing to properly scout while traversing a glacial wasteland would naturally lead to an encounter with a topographical hazard or some other more malignant threat. If this were a game where consequences were derived by a pre-authored table and then rolled upon, a crevasse would definitely be on that table. Further, I think such a table would move things further toward pre-authored and away from improvised.

3) Finally we arrive at completely improvised material. Examples of this would be a locale (Earthmaw, a hobgoblin trading outpost/kingdom) and a denizen (Averandox the Ancient White/Blizzard Dragon that claims the highlands as his territory). Both of these were authored entirely in the moment as a result of successful (10+) player action declarations where I'm obliged (or I allow them to) to introduce something both (i) interesting and (ii) useful into the established setting/backstory/continuity.

There is my first pass (totally improvised!).

I don't have time now but I'll come back and address this once I think on it some more. Thanks for taking the time to type this up.
 

Balesir

Adventurer
Plot is the collision of protagonist with antagonist(s) - which are characters and background elements (including organisations and "nature"). To the extent that those are set out beforehand, the plot is predetermined. This is, I think, what is meant by "player-driven plot" - if the players indicate what antagonists their (protagonist) PCs want to clash with, they get to control (or at least significantly influence) the direction of the plot. If they generate characters with one set of intended antagonistic themes and then have to "force-fit" them to other (supplied) antagonists, it can be an unsatisfying experience.
Sorry to be replying to my own post, but I had some further thoughts from this that I think relate to both [MENTION=6803870]grendel111111[/MENTION]'s post this was replying to and [MENTION=177]Umbran[/MENTION]'s post about plot/character driven narratives.

If I take a very generic and well established description of "Story", a story is formed as follows:

- Start with a protagonist. This is, in a sense, an artificial position, in that a protagonist from one point of view might be an antagonist from another, but from the point of view of the storyteller - and, I think, the roleplayer - there will always be one protagonist. This is simply the character who will take up our next element; the Dramatic Need

- The Dramatic Need is the motivation or impulse that drives the protagonist to act. It is the thing they need to get - be it a maguffin, an emotional state, a social position or whatever - in order to be Satisfied. The protagonist seeking after the Dramatic Need is what is going to kick the Story into motion.

- Finally, add an Antagonist. This is anyone and anything that acts to prevent the Protagonist having the Dramatic Need. It might be a character, it might be a force of nature, it might even be within the Protagonist's own mind. Its job is to create difficulties and conflict.

Now, in just about any roleplaying game, the "story" is told from the perspective of the player characters. This applies even if "stroytelling" is not the primary (or even a major) focus of play, because even as we live our own lives, we naturally fill the role of "Protagonist" in our own (auto)biographies. It's just the point of view we are born with.

Now let's consider how pre-authoring and "scenario design" fits with this.

If we take a typical "Adventure Path", what we frequently find is that NPCs - typically villains - have already seized a role in the nature of "Protagonist". Professor Evil is engaged in a scheme that, should he bring it to completion, will fill the world with Bad... The "initiating protagonist" has already manifested a "dramatic need" to seize power and destroy all that is peaceful and good (or whatever). The PCs enter this story by becoming "Protagonists via antagonism", in a sense, in that their Dramatic Need is expected to be "stop Professor Evil". Even in variant cases of this sort of adventure, such as when the baddies have already seized a centre of learning and goodness (such as Gardmore Abbey or the Keep on the Borderlands), the Dramatic Need is presented to the players and they are expected to have their characters adopt it.

So much for the "AP extreme". What about sandboxes and the like?

It seems to me that a sandbox campaign is in essence a smorgasbord of Dramatic Needs, each similar to those commonly used in adventure paths or involving treasure seeking and the like, for the players to pick from for their character. "Story" in this case will rely on the players picking up one of these Dramatic Needs for their character(s).

Even what I'll call "reactive sandboxes" seem to me to rely on the GM guessing or inferring Dramatic Needs that the players will be interested in and adding them to the sandbox smorgasbord.

What I begin to see as distinctive in what [MENTION=42582]pemerton[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] are talking about is that it is the players that are expected to provide the Dramatic Needs. Their range of options in this respect is not limited to those placed on the table by the GM; they are bounded only by the Social Contract that surrounds play. By having rules that explicitly say:

Success = success in progressing towards your chosen Dramatic Need
Failure = an obstacle or roadblock in the path toward your chosen Dramatic Need

...I see the players as being able to set not only the Protagonist (which is pretty universal in RPGs) but also the Dramatic Need (which is controlled by the GM when pre-authoring is happening) and thereby something about the nature of the Antagonist(s).

This, I think, might be the nub of what the mustard-keen "fail forwardites" are expressing. I think it is not a panacea, personally. Sometimes players do not want to have control over Dramatic Needs; sometimes they find it preferable to pick from a smorgasbord (or even have the Dramatic Need handed to them) rather than have to create something from whole cloth. Nevertheless, I cannot but agree that the freedom of (self) expression given by the ability to set the Dramatic Need (and thus substantially determine the theme of the plot) is fundamentally different in play than any of the "provided Dramatic Need" alternatives that form the bulk of "mainstream roleplaying".
 

grendel111111

First Post
Sorry to be replying to my own post, but I had some further thoughts from this that I think relate to both [MENTION=6803870]grendel111111[/MENTION]'s post this was replying to and [MENTION=177]Umbran[/MENTION]'s post about plot/character driven narratives.

If I take a very generic and well established description of "Story", a story is formed as follows:

- Start with a protagonist. This is, in a sense, an artificial position, in that a protagonist from one point of view might be an antagonist from another, but from the point of view of the storyteller - and, I think, the roleplayer - there will always be one protagonist. This is simply the character who will take up our next element; the Dramatic Need

- The Dramatic Need is the motivation or impulse that drives the protagonist to act. It is the thing they need to get - be it a maguffin, an emotional state, a social position or whatever - in order to be Satisfied. The protagonist seeking after the Dramatic Need is what is going to kick the Story into motion.

- Finally, add an Antagonist. This is anyone and anything that acts to prevent the Protagonist having the Dramatic Need. It might be a character, it might be a force of nature, it might even be within the Protagonist's own mind. Its job is to create difficulties and conflict.

Now, in just about any roleplaying game, the "story" is told from the perspective of the player characters. This applies even if "stroytelling" is not the primary (or even a major) focus of play, because even as we live our own lives, we naturally fill the role of "Protagonist" in our own (auto)biographies. It's just the point of view we are born with.

Now let's consider how pre-authoring and "scenario design" fits with this.

If we take a typical "Adventure Path", what we frequently find is that NPCs - typically villains - have already seized a role in the nature of "Protagonist". Professor Evil is engaged in a scheme that, should he bring it to completion, will fill the world with Bad... The "initiating protagonist" has already manifested a "dramatic need" to seize power and destroy all that is peaceful and good (or whatever). The PCs enter this story by becoming "Protagonists via antagonism", in a sense, in that their Dramatic Need is expected to be "stop Professor Evil". Even in variant cases of this sort of adventure, such as when the baddies have already seized a centre of learning and goodness (such as Gardmore Abbey or the Keep on the Borderlands), the Dramatic Need is presented to the players and they are expected to have their characters adopt it.

So much for the "AP extreme". What about sandboxes and the like?

It seems to me that a sandbox campaign is in essence a smorgasbord of Dramatic Needs, each similar to those commonly used in adventure paths or involving treasure seeking and the like, for the players to pick from for their character. "Story" in this case will rely on the players picking up one of these Dramatic Needs for their character(s).

Even what I'll call "reactive sandboxes" seem to me to rely on the GM guessing or inferring Dramatic Needs that the players will be interested in and adding them to the sandbox smorgasbord.

What I begin to see as distinctive in what [MENTION=42582]pemerton[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] are talking about is that it is the players that are expected to provide the Dramatic Needs. Their range of options in this respect is not limited to those placed on the table by the GM; they are bounded only by the Social Contract that surrounds play. By having rules that explicitly say:

Success = success in progressing towards your chosen Dramatic Need
Failure = an obstacle or roadblock in the path toward your chosen Dramatic Need

...I see the players as being able to set not only the Protagonist (which is pretty universal in RPGs) but also the Dramatic Need (which is controlled by the GM when pre-authoring is happening) and thereby something about the nature of the Antagonist(s).

This, I think, might be the nub of what the mustard-keen "fail forwardites" are expressing. I think it is not a panacea, personally. Sometimes players do not want to have control over Dramatic Needs; sometimes they find it preferable to pick from a smorgasbord (or even have the Dramatic Need handed to them) rather than have to create something from whole cloth. Nevertheless, I cannot but agree that the freedom of (self) expression given by the ability to set the Dramatic Need (and thus substantially determine the theme of the plot) is fundamentally different in play than any of the "provided Dramatic Need" alternatives that form the bulk of "mainstream roleplaying".

The problem that I have is that it is being portrayed as only 2 choices. Story now = player involvement, pre-authored = player just along for the ride.

In an AP it is made generic due to the need to put any PC's into those, and to have the widest appeal. While I do not use AP's except to pull out maps/ interesting encounters/ concepts, if I did I would adapt them to the party that was running through it.

Sand boxes are being portrayed the same way... everything done in isolation and then the players are added later. They can be done that way but it is not the only way to do it.

But you can build a sand box with the characters molded into it. You have a lose shell (major cities, map with key geography, etc.) and as the characters are made their background fleshes out the world. "Where were you being a thief?", "What enemies did you form while working for the king?", "Who are you wanting revenge against?". The characters interests become part of the world (but not the only thing in the world). So the idea that pre-authored must mean the PC's are just bouncing around with no interest or connection to the world is seeing a limit of AP's and applying it to all pre-authored content.

It is definitely a different experience when you are playing. (one that as player I prefer). There gets to a point where coincidences pile up too much, where everything just neatly fits around a character too well. Sometimes a couple of drunk thugs are just a couple of drunk thugs.

There is also that I dislike the idea of rolling for the character to "get what he wants/something happens that he doesn't like". For some games it works fine (super hero games/ leverage/ Heist games). but the style of game I want to play isn't always at that removed scale. And that come down to choosing the system and approach that gives the game you want.
 

grendel111111

First Post
Alright, I've got a few moments, here.

Just to be as clear as I can on this. I haven't made any conscessions about anything. My premise was that with heavy prep (which presumes granular setting and metaplot material, either created by the GM or digested via purchased module) comes greater investment in the material that has been prepped seeing table time. Due to this temptation, there is a greater chance of the imposition of metaplot and "setting tourism" (the focus of play moving fundamentally from the PCs relationships/ethos/themes to experiencing the setting in motion - which immediately or eventually mutes the dynamic of the PCs as protagonists) than there is with light/minimal prep (even if this prep is focused and has high utility).

What I stated prior is that sytem (play agenda and play procedures) and social contract do the heavy lifting when it comes to mitigating the prospects of that imposition of metaplot and that dynamic of "setting tourism." Can they reduce it to zero? What I mean by that is "is it possible to have the imposition of metaplot and/or 'setting tourism' emerge regardless of system and social contract?" My answer would be, "while it might be extremely remote, it is feasible."

For instance:

Take the Powered By the Apocalypse systems that [MENTION=99817]chaochou[/MENTION] and I have been using for our play anecdotes (Apocalypse World and Dungeon World respectively). These systems are at the far end of the "congenial/adversarial to metaplot and pre-authored, granular setting" continuum. How does it accomplish this:

1) The players roll ALL dice.

2) The resolution mechanics are unified, simplified/streamlined, and completely transparent (I call that "elegant").

3) The GM has explicit, non-negotiable instruction to:

a) Follow the Rules. Contrast this with White Wolf's Golden Rule or AD&D 2e's "Rule 0" whereby the GM is instructed to break rules, ignore rules, or subvert the resolution mechanics when their deployment leads to outcomes the GM doesn't want.

b) Fill the Character's Lives with Danger/Adventure. The system goes into great detail about how the guiding principles for play interface with reward cycle and resolution mechanics. This is Baker's "push play toward conflict" and "escalate, escalate, escalate" from Dogs in the Vineyard. * World games are designed to naturally do this.

c) Play to Find Out What Happens. This is literally anti-metaplot. The outcomes of play procedures naturally lead to a snow-balling narrative filled with danger and adventure. The system will actively fight you if you attempt to impose metaplot. It is easier, and more profitable, to let plot emerge naturally through the course of play.

d) Draw Maps, Leave Blanks. Completely adversarial to granular, pre-authored setting. "When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change."


So how would it be possible for a GM to impose metaplot and/or granular, pre-authored setting in a * World game? By somehow overcoming 1 and obfuscating 2 (so the techniques of GM Force and/or Illusionism can be leveraged) while simultaneously ignoring some or all of 3a-d (with c actively fighting you and making your job harder).

In essence, they would be eschewing the game's agenda, breaking the rules, breaking the social contract (unless the players are actually complicit or utterly apathetic), and making their life more miserable than it would otherwise be (because the game is fighting them)...for no good reason. So, one question would be "why the hell are you playing a * World game in the first place when you could be playing something more amenable to your play goals?" Another question would be "if your players are complicit, why again are you running a * World game rather than a game that is amenable to the table's social contact?"

Possible in theory? Yes. If you're comfortable with the contention that you're actually still legitimately playing the game (rather than Calvinball) after you've willfully broken it to pieces and turned it into an abomination of itself.

Accepting the immediately above contention as true, then we're on to; feasible in the real world? Masochists exist...so, I guess?

I agree it would seem strange to choose a * world game and ignore it's strengths and goals.

What I am interested in is using the style in other games. For example using it in 5e. What is 5e bringing to the table that makes you want to use 5e with this style rather than going to a game which has what you want implicitly built into the system. It seems that if the experience you are wanting is in the realms of * world style, why try and force another system to change to fit that. (I can see using some of the tools, but I don't understand wanting to change the underlying assumptions of the game to such a great extent).
 

Maxperson

Morkus from Orkus
Pre-authoring means that some failures are dictated in advance. Eg if I've decided that the mace is not in the ruined tower, then the check to find it will fail regardless of what the players roll, or how many resources they devote to making the check succeed.

True, but it also adds depth to the scene that is not able to be there if everything is authored in the moment. A few limitations are also not a bad thing, especially when those limitations enhance a scene past where it could be without them being there.

This game is all about reasonable limitations adding to the game. You are limited in race choices. You are limited in class choices. You are limited in what abilities you get once you choose a class. All of those limitations enhance the game.

It also means that some other aspects of outcomes are dictated in advance. If the GM has pre-authored that (for instance) the dark elf has fouled the waterhole, then the PCs will have trouble with water regardless of their navigation/survival checks.

Why would that be true? Why couldn't the survival roll include the possible outcome of making the water drinkable?
 

pemerton

Legend
I am not convinced this is true. At least, it is no more or less true of pre-authoring than improvisational authoring.

To remind folks, I was using "character-driven" in the literary sense - being about the internal and emotional conflicts of the character (this contrasted wit plot-driven - being focused on the physical actions, or player-driven, in which it is mostly about what the player wants to do.

Fail-forward, however, is primarily about pacing of game actions, not about setting the themes of play for a session. It seems to me that if you are using fail forward to *change* the emotional themes under consideration, you're stepping rather beyond what the technique was really intended to do. I am not sure why you aren't at least pushing this to the scene-framing level.
When I think "fail forward", I think foremost of Burning Wheel. In 13th Age and his new intro to the 20th anniversary edition of Over the Edge, Tweet attributes the self-conscious terminology and exposition of "fail forward" to Luke Crane (BW) and Ron Edwards. I don't know Sorcerer very well, which is probably why for me it is Luke Crane and BW that is foremost in my mind on "fail forward".

The way that Luke Crane explains "fail forward" in the BW rules is that, in narrating failure, the GM should focus on intent rather than task. That is to say, the player (and PC) intent for the declared action is not realised, and something undesired arises instead. Whether or not this is due to a failed task then becomes a secondary consideration - the GM is encouraged to narrate as seems likely to drive the game forward, given what has come before and given the dramatic orientation of the PC (which, in BW, is partly expressed through Beliefs and Instincts as PC build elements).

This is why I think there is a non-accidental connection between "fail forward" as a technique and character-driven story. The GM, in focusing on intent to narrate failure, is focusing on what the character wanted, and why s/he didn't get it. And does so in a way that engaged with the dramatic orientation of that PC, so as to continue to provoke action declarations which will be resolved and generate unfolding consequences using the same methodology.

What I mean by that is that an equally riveting story will happen whether you pre-author or not.
This can be true. Some railroads can be good stories. But for me, in RPGing, the riveting quality of the story is not all that matters. Authorship - including how authorship and influence over authorship is distributed among players and GM - also matters to me.

I decide outcome based on players declared actions (success, failure, unsure). To decide this I know the NPC's temperament, what they want from life, etc. Sometimes that means what the players want to do is impossible (I try to persuade the king to commit suicide, I look for a mace (that isn't there)).

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If the player says their character goes into his bedroom to get look for his lost keys, then that is what he is doing. He is trying to discover if his keys are in his room. I lost my keys the other day (my flatmate had borrowed them to get something from the car and put them in the kitchen instead of my room where I thought I had left them) I searched the hell out of my room. I did not find my keys (I did find $1000 that had fallen behind my bed though). They was a successful search, I established that the keys were not there.
Real life, though, isn't primarily about trying to influence the content of a shared fiction.

Whereas, for me at least, that's what playing an RPG involves. So the action declaration "I look for the . . ." isn't (primarily) about seeking information or evidence of some already-given truth. It's about participating in the shared creation of a fiction about a character looking for such-and-such.

If something is really impossible, then (in my preferred approach) no action declaration takes place. I just tell the player that it's not possible for his/her PC to do that thing.

Isn't this unavoidable? It's just a question of where the scale & granularity falls... as you yourself said in an earlier post... there are no Dark Elves in the dessert, thus any skill check to search for a Dark Elf in the dessert will fail regardless of resources or rolls.
In that context I was talking about my narrations of failure.

A player can have his/her PC hope to meet a Dark Elf in the desert, though. In BW that is via the Circles mechanic; in 4e it would most likely be a Streetwise check. There are rules for setting the DC, and the unlikeliness of the location is part of those rules. But it can be done: the PCs in my game were rescued from the ocean because the player of the elven princess made a successful Circles check to meet an elven sea-captain (in the fiction, the sea-captain new that the princess was missing, and was searching for her at sea).

I am curious about something... could a PC search for that mace anywhere in your campaign world and if the check was successful find it? If so... I can see why some would feel this style has a greater chance for incoherent outcomes... if not then you have already decided certain failures are pre-authored.
As with Circles, Scavenging has DCs associated with it. In my session on Sunday the mage PC used his Second Sight to look for magic items in the chambers of an (allegedly) evil priest. We discussed the situation a bit, and then I set a DC (including setting the stakes - because using Second Sight makes it harder for the character to operate on the mundane physical plane, I made it clear that a failed check would mean that the priest was able to get the drop on the PC and knock him out with a blow from behind). The roll was made, and succeeded, and the character found a magic item (that I had to make up on the spot, given I had given this no prior thought).

If they go to city x then there will be thing happening in the city independent of the characters that they can choose to or not to get involved with. But if you have a thief in the party you will make sure the thieves guild is a big part of the city. If they are a cleric of a church then either their church will be in the city or a rival church. The characters interests will be more fully fleshed out in these area. Their family member might be in danger, or need help. Just because this doesn't happen in the way that you want it to doesn't mean that characters interests aren't being taken into account.
As you describe this, this sounds like fairly orthodox scene-framing: the GM frames the PC into some sort of conflict or challenge where the stakes of the situation are something in which the player (and the PC, as built/played by the player) are emotionally/thematically invested.

Whether the GM comes up with the idea for the scene during the session, in the shower a week before the session, or from reading a module, is (in my view) not a big deal. Actually framing the scene in the course of play can require some deftness - eg if it comes from nowhere, relative to the preceding fiction, it can look pretty heavy-handed. And if the players are on a roll in respect of X, a GM might want to be careful about suddenly veering the focus of play onto Y.

The big question for me, in the context of this thread, is: once the GM frames the scene, how is its resolution handled? In my experience (play experience, observing other groups playing, experience of reading others' account of their games) plenty of GMs have a pre-authored destination for the scene, at least in a rough-and-ready sense. (Eg the cleric PC will join with his/her fellow brethren in defending the temple against attack, and the defenders will win that fight). If the choices of the player(s), or the roll of the dice, send things in a different direction then things become unstuck.

Related to this: I believe that many GMs hold back from framing scenes that are as "full-blooded" as they might be, precisely because they don't want to run the risk of things unfolding in a way that departs too far from their pre-authored version of how the situation unfolds.

I personally prefer when not everything is so tightly connected to the PC's that it ends up looking like a bad soap opera, with all the co-incidences.
I would like to think that my game is good melodrama!

this risks the game devolving into, "everything is about them". As if every element of the Universe revolves around them and what makes the PCs tick. It is healthy, I think, to be presented with material that isn't chosen entirely based upon the PC's or player's desires.
Elaborating on my response to [MENTION=6803870]grendel111111[/MENTION]: my ambition for my game is to have a multi-person/team-based story that mixes physical adventure with a degree of emotional drama that is comparable to classic Marvel comics. My touchstone for this is Claremont X-Men, but of course compared to me Claremont is a genius.

Another model/inspiration for me is the heroic fantasy film of the sort exemplied by Excalibur, Hero, Crouching Tiger, Tai Chi Master, etc. LotR is also an influence here. REH Conan provides me with tropes, but no so much with drama/conflict/theme.

In these sorts of stories, everything that occurs matters somehow to the protagonists, or speaks to their dramatic situation. I'm sure I don't handle it as deftly in my game as these serious authors do, but I think these works show that a fictional work doesn't have to degenerate into bad soap opera despite the narrated events having a clear focus upon/orbit about certain key protagonists.

What I begin to see as distinctive in what [MENTION=42582]pemerton[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] are talking about is that it is the players that are expected to provide the Dramatic Needs. Their range of options in this respect is not limited to those placed on the table by the GM; they are bounded only by the Social Contract that surrounds play.

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This, I think, might be the nub of what the mustard-keen "fail forwardites" are expressing. I think it is not a panacea, personally.

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Nevertheless, I cannot but agree that the freedom of (self) expression given by the ability to set the Dramatic Need (and thus substantially determine the theme of the plot) is fundamentally different in play than any of the "provided Dramatic Need" alternatives that form the bulk of "mainstream roleplaying".
I'm not sure what it would be a panacea for! But it's something that I like in my game, and it differs from what you call "mainstream roleplaying".

But the players supplying dramatic need is not all I care about. Related to that is the ability of the players, by declaring actions for their PCs and then being successful in resolution of those actions, to realise dramatic need. Hence my obsession with "secret backstory", which is essentially a method whereby the GM puts obstacles in the way of dramatic need that the players don't know about, and hence can be thwarted by despite their best efforts at declaring actions for their PCs that will realise their dramatic needs.

True, but it also adds depth to the scene that is not able to be there if everything is authored in the moment. A few limitations are also not a bad thing, especially when those limitations enhance a scene past where it could be without them being there.

This game is all about reasonable limitations adding to the game. You are limited in race choices. You are limited in class choices. You are limited in what abilities you get once you choose a class. All of those limitations enhance the game.
I'm not entirely sure what you mean by "depth" here, but personally I don't find that secret backstory that prevents success despite the player's declaration of an action and expenditure of resources does add much to the game.

Which brings us back to fail forward - narrating the backstory that led to failure after the event introduces the fictional depth and context without (in advance) robbing the player of the power to contribute to the shared fiction.

Having a percentage chance to encounter something doesn't take it out of the hands of the players either... unless I forced the PC's to go into the area where this challenge has a chance to appear it was still their choices and actions that lead to the outcome where this roll takes place... correct? And if it's "secret backstory" that's only because the players have failed or chosen not to find out about the area they are currently traversing.

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unless you are forcing the players to take the actions that lead up to them being in the area (for a long enough time) for the chance that this encounter takes place... you're not replacing something the player can influence... you've let them influence themselves all the way into this situation. The only difference is that you'rs depends on one final (pre-set) roll and mine depends on a different roll.
This takes us back to the earlier discussion of what counts as choosing "blind" and relying on dumb luck, as opposed to what counts as agency in my preferred (relatively strong) sense.

In a classic Gygax-style dungeon crawl, the players should have the capability to uncover the secret backstory. They still don't exercise full agency in my sense, because they don't establish the dramatic need, and they encounter obstacles that have been authored without any regard to dramatic need.

In a more contemporary style of play, I think that in practice most of the secret backstory is not available to the players. And even if it is, in my experience what arises is a playstyle very heavily focused on the players declaring actions for their PC that can give access to the secret backstory, which again pushes the focus of play away from dramatic need and onto exploration of the GM's pre-authored material.

That's not the sort of player agency that I prefer.
 
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