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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%

Sadras

Legend
What I begin to see as distinctive in what @pemerton and @Manbearcat 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).

I don't believe I'm understanding this correctly.

What exactly are the Antagonists doing in the above version of the roleplaying. Do they not have Dramatic Needs? Are the the BBEG's completely 'reactive' beings with no agenda's of their own? So how does an adventure start, with PCs declaring their Dramatic Needs? i.e. I want to traverse the Plains of Dust; I want to open a College for Bards; I want to hunt a Vampire Lord...and the DM takes it from there?

It appears you are saying adventures like Gardmore Abbey have no place in @pemerton's and @Manbearcat's tables.
 

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pemerton

Legend
So how does an adventure start, with PCs declaring their Dramatic Needs? i.e. I want to traverse the Plains of Dust; I want to open a College for Bards; I want to hunt a Vampire Lord...and the DM takes it from there?
Well, here's a link to an actual play report of the first session of my BW campaign. The mage PC had the Belief "I'm not leaving Hardby without gaining some magical item to use against my brother", so I framed the opening scene as being at a bazaar in Hardby where a peddler claimed to have an angel feather for sale. Nearly everything unfolded from there (the feather being cursed, a failed Circles check leading to an encounter with Jabal the Red who kicked the PCs out of the city for being curse-bearers, the peddler taking ship because of receiving bad news about his family); the exception was the mysterious wizard and the spellbook, which sprang from engaging the backstory about the brother, plus its intersection with the sorcerer-assassin's Belief that she would flay her former master and send his soul to Hell.

I'm not sure if your question was rhetorical or not, but if not then the post I've linked to might provide some sort of answer.
 

Sadras

Legend
Well, here's a link to an actual play report of the first session of my BW campaign. The mage PC had the Belief "I'm not leaving Hardby without gaining some magical item to use against my brother", so I framed the opening scene as being at a bazaar in Hardby where a peddler claimed to have an angel feather for sale. Nearly everything unfolded from there (the feather being cursed, a failed Circles check leading to an encounter with Jabal the Red who kicked the PCs out of the city for being curse-bearers, the peddler taking ship because of receiving bad news about his family); the exception was the mysterious wizard and the spellbook, which sprang from engaging the backstory about the brother, plus its intersection with the sorcerer-assassin's Belief that she would flay her former master and send his soul to Hell.

Thank you for that. What happens when these beliefs are concluded? Does the campaign end or does the PC keep generating new beliefs (goals)? What if you couldn't marry the two beliefs or the PCs didn't prefer it, how would the session play out? It would feel that you would have to contrive the goals for both to link up for that city. Now throw in 2 more PC to get a group of 5, how does a GM manage 5 beliefs all intermingling and having to satisfy the unique Dramatic Needs of 5 PCs in one 4-hour setting?

How do you translate this into 4e? How do your 4e story-arcs start?
And can Gardmore Abbey be played at your table? I don't think so unless you blend it as part of the PC background/belief and then only fractionally.
 

Sadras

Legend
None of what I have written is anything new, @Imaro I believe has addressed it, but for what its worth let me see if I can make some headway.
Using the below quote as the primary quote which I intend to analyse.

pemerton said:
To me, it makes a difference that the initial encounters with the dark elf and his filthy deeds were triggered by failed checks; that the mace only came into play at all because a player wrote it into his PC's backstory and Beliefs; that the ruined tower came into play at all only because the same player had it written into his PC's backstory; that the dark elf was intended to (and, in play, did) provide material for the elven ronin PC to play off his Belief that he "will always keep the Elven ways"; etc.

Let us now examine the Mace and the Tower.

In the session when the PCs left the tower, I also used the elf - he dropped a deadfall on the PCs as they were walking through a defile in the Abor-Alz. And this was when it was revealed that he was wielding the nickel-silver mace.

That the dark elf would have the mace had already been anticipated, though, by the player of the mage: in an email following the session where the mace wasn't found, that player conjectured that the mace would be in the hands of the dark elf.

...(snip)... that the mace only came into play at all because a player wrote it into his PC's backstory and Beliefs;that the ruined tower came into play at all only because the same player had it written into his PC's backstory;

This reads that the PCs were looking for the mace from before. The player guessed the dark elf had it. You wrote it into the story because it suited your purpose. Same with the ruined tower. From play reports I have read on Enworld and my experience as DM, there are plenty of DMs who pilfer ideas from their player's ramblings and guesswork because sometimes it makes for a better story. Even with pre-authorship there is plenty that is determined at the table.

That is why in my very first post on this thread, I mused that certain people are arguing extremes here when most DMs fall somewhere in the middle leaning to one or the other, but certainly possess a blend of "in the moment" and "pre-authorship"

Now with regards to your Dark Elf. From your own words he was always going to be an antagonist similar to how I "pre-author" my Bad Guys in my adventures.

If the checks to move through the desert had succeeded, for instance, then there would have been no occasion to introduce the dark elf into play in the way that I did. I might still have used the dark elf as an antagonist with the deadfall - but that itself was triggered by the players deciding to have their PCs leave the tower.

So if they fail the desert - Dark Elf is an Antagonist.
So if they succeeded in the desert = No Dark Elf
If PCs leave tower (1 - and they were travelling to it) (2- No Skill Check required to leave) & (3 - I'm guessing at one point they have to leave) = Dark Elf Antagonist.

That is a pure rail road to a Dark Elf Antagonist.

How is this different to pre-authorship adventures where I include a monsters/encounter at X location. Like @Imaro has been stating the same bias / GM Force exists - you wanted to use the Dark Elf as an antagonist. You didn't plan the terrain but you certainly planned the antagonist. It wasn't that random you just had to pick the appropriate moment during the story to create the most dramatic play. I believe many DMs do that.

Since YOU created the Dark Elf, you brought the below into play through "pre-authorship" of the Dark Elf antagonist

that the dark elf was intended to (and, in play, did) provide material for the elven ronin PC to play off his Belief that he "will always keep the Elven ways";

What is left is

the initial encounters with the dark elf and his filthy deeds were triggered by failed checks ...(snip)...

you determined to 'colour' the failed skilled check with the motives of a pre-determined (pre-authored) Antagonist. I don't believe that is at all alien to "pre-authorship" styled adventures. There is nothing unique about this. So if the characters succeeded on their checks, they would have found a usable well, upon a failed skill check undrinkable well.

So when you write

I'm not sure how this would all have been pre-authored, though.

I have to strongly disagree with you. Most of what you have described above is a result of pre-authoring and using your own DM bias for the NPC antagonist you created to use at some point in play and to colour failed skill checks.
 
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Maxperson

Morkus from Orkus
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.

What I'm talking about is that with your method, if I as the DM announce in the moment that the body on the floor wears a breastplate with the symbol of the Order of Manbearpigs on his chest, nobody is going to know what I'm talking about. They might get a roll, the might author some details themselves, but it's not going to be that deep. However, if this is the forgotten realms and I say it's the symbol of a Purple Dragon Knight, everyone is going to understand what that means in a way that your method just can't convey. The pre-authoring of the Purple Dragons of Cormyr is going to add depth to that scene that goes beyond what your method accomplishes.

Pre-authoring hardly constrains at all, and it adds so much more to the game that what little constraint is there just pales in comparison.
 

Umbran

Mod Squad
Staff member
Supporter
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.


That's one established description of story, unfortunately, it is only one, and misses a great swath of storytelling out there, and I submit that APs actually fit a different model:

Start with the Protagonist. Each player is their own protagonist, and this is, as you said, a character who is going to take up the Dramatic Need. However, at the start of the story, the Protagonist doesn't really have much of a Dramatic Need. Their life is going on basically okay, until you...

Add the Antagonist. This is the character(s) that provide the Dramatic Need - something the Antagonist is doing changes the world in a way that creates a Dramatic Need the Protagonist takes up.

I submit that this is actually how much heroic fiction is structured. Heroes don't fix what isn't broken - that's actually the villain's role, seeking an end and being willing to tromp over anyone to get there. Heroes are typically *reactive*. The antagonist must first break things before there the heroic Protagonist needs to act. Luke Skywalker's stated Dramatic Need was "get off this podunk backwater desert planet". His need to "become a Jedi like my father" only came up *after* Vader and the Emperor created a crisis via building the Death Star, backing Luke (and many other moral people) into a corner such that they need to act. In the Marvel Cinematic Universe, Captain American warns us that, "Every time someone tries to end a war before it starts, innocent people die. Every time." The need is a result of action in such cases.

Now, we could of course use a meta-structure to manage this, using a level of abstraction - we state that Luke's *real* dramatic need is to become a Jedi, but stipulate that the character doesn't actually know that at the start of the story. That works fine if you are a sole author, I suppose. But for role playing, this seems an artificial construction, stuffing a square peg into a round hole - you can do it, but the player then has an internal conflict over having to deny his actual need for a significant period of time. Things that set the player's actual agenda against the agenda stated in the narrative tend to be immersion-breaking constructions.

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

With my construction, how pre-authoring and scenario design fit in becomes obvious - it is providing a series of large and small scale dramatic needs.

Now, again, the GM needs to have pretty solid grasp of the characters to provide such a series, or conversely, the player needs to be not terribly picky about what will provide a satisfying need. We do need to remember that not all players are even very good at creating their own Dramataic Needs out of whole cloth. I know several who, when told they can do *anything they want*, suffer from option paralysis.

So, take Ashen Stars (which is on my mind, as I'm running it) has a two-pronged approach that goes a long way in assuring the Dramatic Needs presented will be interesting to the players. One is to ensure a common understanding of the genre - the players are informed that they are the crew of a ship, a group of "lasers", licensed contractors that get hired to solve crimes and problems. Picking up a variety of unconnected cases to solve, rather than having a consistent and relentless pursuit of one's own agenda, is understood. It is like saying, "You're the bridge crew of a Federation Starship" - This provides a host of implied, pre-defined Dramatic Needs, and the player is expected to be on-board with this.

Moreover, the player is asked to submit specific encounters and events that are relevant to their character's personal desires - a "personal arc". The *player* engages in some pre-authoring.

Consider that a moment, as we consider pre-authoring. We have been speaking as if it is only a GM-thing, but that's an over-generalization, and we ought to consider the implications of player pre-authoring as well. Are we going to contend that player pre-authoring will lead to not meeting player dramatic needs?
 

Balesir

Adventurer
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.
I agree that there is sometimes an element of that. But there is also an element of "pre-authored campaigns are rich, many-layered worlds bursting with life whereas develop-in-play worlds are thin, cardboard cutouts". I don't think either of these characterisations is either true or helpful.

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.
Of course you can do all that - but the fact remains that the GM is putting forth a (limited) selection of Dramatic Needs for the players to select from. They might be ones that the GM has chosen to be of potential interest to the players - but they are still provided by the GM, not evolved through player actions as the game is actually played.

NOTE: I'm not saying that either of these is better - I'm just saying they are different. This is what makes a nonsense of the statements arguing that one method or another is the "best way to do it". There is no "it" - there are at least two "its". It therefore follows that there may be more than one "best way", since all the "its" are not the same.

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.
Sure. But sometimes we have to take a break to recover from the hiccoughs, go to the "rest room" or think about what to get for dinner. Fiction is formed mainly while ignoring these things. It's not that stuff irrelevant to the story doesn't happen, it's just that time spent on it is time wasted (unless it has some particular purpose - red herring, contemplation break, chance to meet an interesting NPC or whatever).

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.
Yeah, I understand that, but it is instrumental in allowing the player free reign to define their own Dramatic Need. Without it the Dramatic Need will tend to be set by the world (and thus the GM), not the player. If you don't feel a need to freely define your own Dramatic Need, then this really isn't an issue.

What exactly are the Antagonists doing in the above version of the roleplaying. Do they not have Dramatic Needs? Are the the BBEG's completely 'reactive' beings with no agenda's of their own?
In a "traditional" adventure? The original Protagonist is the BBG, as I said. They have some ambition that they pursue that gets in the PCs grills - or at least, that's the idea. The players are expected to react.

So how does an adventure start, with PCs declaring their Dramatic Needs? i.e. I want to traverse the Plains of Dust; I want to open a College for Bards; I want to hunt a Vampire Lord...and the DM takes it from there?
More or less, yes. I can't speak for others, but as I see it the players just have their characters set out to achieve their Dramatic Need in the simplest way available to them. The GM then creates consistent, plausible antagonists as required to stop (or at least challenge) them doing so. In this type of play the antagonists are shaped by their interaction with the protagonist's dramatic need, but in order to stay plausible and consistent they may need to gain more facets if they are "in contact" with the PCs for any length of time.

That's one established description of story, unfortunately, it is only one, and misses a great swath of storytelling out there, and I submit that APs actually fit a different model:

Start with the Protagonist. Each player is their own protagonist, and this is, as you said, a character who is going to take up the Dramatic Need. However, at the start of the story, the Protagonist doesn't really have much of a Dramatic Need. Their life is going on basically okay, until you...

Add the Antagonist. This is the character(s) that provide the Dramatic Need - something the Antagonist is doing changes the world in a way that creates a Dramatic Need the Protagonist takes up.
The antagonist can also be created as a reaction to the dramatic need, but otherwise, yeah, this is pretty much what I meant when I spoke about the "villain being the initial protagonist". The GM, via the BBG, presents the players with a dramatic need (or several) by having villains act. The dramatic need becomes the essentially antagonistic business of stopping the BBG from achieving their dramatic need.

I submit that this is actually how much heroic fiction is structured. Heroes don't fix what isn't broken - that's actually the villain's role, seeking an end and being willing to tromp over anyone to get there. Heroes are typically *reactive*. The antagonist must first break things before there the heroic Protagonist needs to act. Luke Skywalker's stated Dramatic Need was "get off this podunk backwater desert planet". His need to "become a Jedi like my father" only came up *after* Vader and the Emperor created a crisis via building the Death Star, backing Luke (and many other moral people) into a corner such that they need to act. In the Marvel Cinematic Universe, Captain American warns us that, "Every time someone tries to end a war before it starts, innocent people die. Every time." The need is a result of action in such cases.

Now, we could of course use a meta-structure to manage this, using a level of abstraction - we state that Luke's *real* dramatic need is to become a Jedi, but stipulate that the character doesn't actually know that at the start of the story. That works fine if you are a sole author, I suppose. But for role playing, this seems an artificial construction, stuffing a square peg into a round hole - you can do it, but the player then has an internal conflict over having to deny his actual need for a significant period of time. Things that set the player's actual agenda against the agenda stated in the narrative tend to be immersion-breaking constructions.
I'm not sure if you are trying to reinforce my post, here, or you think I'm saying something contrary to this? Sure, many narratives work this way. Pre-authored "plot lines" can also work this way - as I specifically said. But it's different from players creating their own characters' dramatic needs. Not "worse" or "inferior", just different.

With my construction, how pre-authoring and scenario design fit in becomes obvious - it is providing a series of large and small scale dramatic needs.

Now, again, the GM needs to have pretty solid grasp of the characters to provide such a series, or conversely, the player needs to be not terribly picky about what will provide a satisfying need. We do need to remember that not all players are even very good at creating their own Dramataic Needs out of whole cloth. I know several who, when told they can do *anything they want*, suffer from option paralysis.
Agreed; I touched on this, too. Some players are much happier picking from a selection presented to them than with complete invention - for a whole range of reasons. I wouldn't limit the explanation to option paralysis or lack of imagination or boredom or tiredness or anything else. There are plenty of reasons to want to be tempted by alternatives rather than have to "make your own fun".

Moreover, the player is asked to submit specific encounters and events that are relevant to their character's personal desires - a "personal arc". The *player* engages in some pre-authoring.

Consider that a moment, as we consider pre-authoring. We have been speaking as if it is only a GM-thing, but that's an over-generalization, and we ought to consider the implications of player pre-authoring as well. Are we going to contend that player pre-authoring will lead to not meeting player dramatic needs?
This is a good point, and I think it brings up the way in which this perhaps relates to the "DIP/DAS" dichotomy that was discussed at great length on the old RGFA boards.

"DIP" stands for "Develop In Play", and represents a style of play where players start out with charaters that are little or nothing more than a set of bare-bones stats and develop their characters and detailed histories and capabilities as play happens.

"DAS", on the other hand, stands for "Develop At Start" and represents a style wherin players think about and create a great deal about their character's history, desires and outlook before play begins. Players in this style of play might go so far as to author extensive character histories and describe networks of contacts in agreement with the GM.

In the end it was agreed (pretty much) that neither of these approaches is "better" - they are just different.

With "DAS" players I have no doubt that player-generated dramatic needs might be married with pre-designed setting and situation elements, if you are prepared to work at it and if the needs don't shift in play (as they can be prone to do). With DIP players, however, they will simply tend to get frustrated with pre-authored setting and situation if they wish to develop their own dramatic needs.

I don't think there is anything essential or naturalistic about players freely creating their own dramatic needs. In our own lives, dramatic needs frequently seem to be presented to us as a set of limited choices or as inescapable necessities. But it does seem that a very attractive vein of escapism might be available through the pursuit of an imagined world in which we do have such freedom - even if it is only for one story out of the many that interweave to make up our lives. And the contention that free selection of a character's dramatic need somehow goes against the ethos that "a player should have no control over anything outside their own character" seems to me to be quite flawed - bizarre, even. I can think of vanishingly little more integral and internal to a character than the adoption of a dramatic need.
 
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sheadunne

Explorer
What I'm talking about is that with your method, if I as the DM announce in the moment that the body on the floor wears a breastplate with the symbol of the Order of Manbearpigs on his chest, nobody is going to know what I'm talking about. They might get a roll, the might author some details themselves, but it's not going to be that deep. However, if this is the forgotten realms and I say it's the symbol of a Purple Dragon Knight, everyone is going to understand what that means in a way that your method just can't convey. The pre-authoring of the Purple Dragons of Cormyr is going to add depth to that scene that goes beyond what your method accomplishes.

Pre-authoring hardly constrains at all, and it adds so much more to the game that what little constraint is there just pales in comparison.

None of that means anything to me, even if it did, it wouldn't add anything to my investment in the game. For me it's mere color, no depth.

Now if I decided as a player that my character will tap into his concept that he's out for revenge (for what I still haven't decided) and I decide that this might be a good opportunity to connect my revenge motif to the body on the floor, now we're getting somewhere. Maybe as a result of a successful knowledge check I decide to announce that I recognize the symbol on the breast plate as a something my character saw as a child when his sister was killed (now I've developed what I want revenge for). All of this being created in the moment during the scene. As we continue through play, it might come to pass, through action declaration, that it wasn't that order that killed my sister, but rather they were there trying to defend her. All good stuff that shouldn't be decided until the moment it is necessary to decide, usually the result of an action. Depth is created when there's a connection between the scene and the character. That connection can only be made via the player and not the GM. If the GM told me that the symbol was the same as I saw when my character was a child, I'd probably tell him no thanks because I'm not interested in being forced to connect to pre-authored materials. It's just not that interesting to me. I'd rather nothing than that sort of thing. And as I've mentioned before, I'm perfectly fine playing in a game where that connection isn't there, but there's nothing worse than trying to force it into the game. Not my cup of tea.
 

Umbran

Mod Squad
Staff member
Supporter
I'm not sure if you are trying to reinforce my post, here, or you think I'm saying something contrary to this?

In the context of this discussion, yes, I am saying something contrary, and, in fact, essential. Basically, it is Poe Dameron's question to Kylo Ren in The Force Awakens: "Do I talk first or you talk first? I talk first?"

In one school (which is often typified by sandbox play) the GM requires that the PCs choose a direction and take an action before anything of interest will happen. In the other, (often typified by AP or published module play) the GM will present at least an initial default antagonist for the players to oppose.

You can say that these are the same, if you twist around the roles and put "quotes" around them, and to a certain extent for single-author fiction you'd have some point. But, in an RPG, there's an outright physical difference - which person is driving the primary action at the table, GM or player? Given that the player and GM are different roles, I don't think it serves us in the discussion to try to sweep the difference under the carpet of "quotes".

I personally am generally a proponent of moderation in all things - that the functional best for a given group will be found in some admixture. But then we should note the differences, and choose actively, rather than wave hands and say that really, they are the same thing, when they aren't (imho).
 

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

Definitely.

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).

Not really sure where this fits into things? Perhaps you are confusing me with [MENTION=97077]iserith[/MENTION]? I seem to randomly get confused with other people with whom I share a great deal of overlap in TTRPG preferences or prose style now and again. I don't GM 5e but he does and he is an advocate of "progress combined with a setback" (as per the Basic PDF p58) as well as "success at a cost" (per DMG module p242).
 

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