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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
Well, yes, pretty much like we do. Frequently, with endless caveats that what we're talking about is based on OUR preferences and is a technique for a PARTICULAR style of game. Seriously, the first three paragraphs of [MENTION=42582]pemerton[/MENTION]'s are nothing but caveats about how different techniques work for different goals of play.

Quite simply, if you're getting the vibe that this discussion is about anything else than advice and discussion about how different techniques can empower different kinds of games and play styles, you're reading it wrong.

Yes... you and [MENTION=42582]pemerton[/MENTION] also make some pretty big (wrong) assumptions about other playstyles you don't particularly like or use as well... So no, I'm not reading it wrong and it's not us just exchanging info about our preferred styles and leaving it at that...
 

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TwoSix

"Diegetics", by L. Ron Gygax
Yes... you and [MENTION=42582]pemerton[/MENTION] also make some pretty big (wrong) assumptions about other playstyles you don't particularly like or use as well... So no, I'm not reading it wrong and it's not us just exchanging info about our preferred styles and leaving it at that...
Especially since I've stated several times I use pre-authoring myself, if you still conclude that after reading these 800+ posts, I'm afraid we're at an impasse. So I will bid you good day, so as not to waste any more of either of our time.
 

Imaro

Legend
Especially since I've stated several times I use pre-authoring myself, if you still conclude that after reading these 800+ posts, I'm afraid we're at an impasse. So I will bid you good day, so as not to waste any more of either of our time.

You use pre-authoring or railroading??
 

TwoSix

"Diegetics", by L. Ron Gygax
You use pre-authoring or railroading??

From yesterday:
Not seeing mixed signals there. Pre-authoring makes you more likely to railroad because you want to show off your creation. Doesn't mean you WILL, simply that it's easier to slip into than if you didn't have the material. Every approach to RPG has pros and cons, that's the whole reason to discuss them in the first place!

I do agree with you, though, that improv improperly channeled into a structure can easily become a railroad. Heck, one of my last campaigns was pretty much a choo-choo I improved the entire way, but that's what my particular group of players was looking for.
 

Imaro

Legend
From yesterday:

Cool then I have no problem discussing things with you... of course I have to ask... why defend (might be slightly too strong a word) [MENTION=42582]pemerton[/MENTION] 's use of pre-authored as a substitute for "railroad" if you know there's a difference?
 

TwoSix

"Diegetics", by L. Ron Gygax
Cool then I have no problem discussing things with you... of course I have to ask... why defend (might be slightly too strong a word) [MENTION=42582]pemerton[/MENTION] 's use of pre-authored as a substitute for "railroad" if you know there's a difference?
Because I don't believe he conflates the two. I don't want to speak for [MENTION=42582]pemerton[/MENTION], as he's demonstrated numerous times he's more than capable of speaking on his own. :) But my interpretation of what he has said is similar to my own view. Primarily, that

1) Pre-authoring is work.
2) People don't like to waste their work.
3) It creates an opportunity to drive the players in the direction seeing your work, rather than going where their play might drive them.

I'm not saying it will happen. I'm saying it merely creates an opportunity. I know I've fallen into it in the past, when I've created some really cool ideas for encounters that I wanted the players to experience. Was it a bad experience for the game? No, the players enjoyed what I showed them. Did I deprotagonize my players to do it? Yes, I did. Is that a problem? Totally depends on what the DMs and players want to get out of the game.
 

pemerton

Legend
Everyone has a playstyle preference. I just reject the notion that my playstyle is more prone to railroading than yours or that it causes people to just stop dead in their tracks.
Yes... you and [MENTION=42582]pemerton[/MENTION] also make some pretty big (wrong) assumptions about other playstyles you don't particularly like or use
You mean in the same way your side of the discussion has accepted that pre-authored does not necessarily equate to a "railroad", or that a sandbox doesn't necessarily equate to a pinball-like game of directionless characters?
If [MENTION=27570]sheadunne[/MENTION] says that he's find a pre-authored game a "pinball" experience, who are you (or I) to contradict him?

For that matter, if I say that I don't like a game with secret backstory used to adjudicate the outcomes of action declaration, because that shifts agency and control over the direction of play from the players (+ dice) to the GM (independently of the dice), who are you to contradict me?

To me, it's fairly simple: either the GM imposes outcomes on action declarations independetly of the players and their dice rolls, or doesn't. The example of the mace and of the waterhole have been used in this respect. Various posters (including both of you, I believe) have said that it is good for a game to have consequences arise (the mace not in the tower, the waterhole fouled by a dark elf, whatever else) that were not part of the framing of the players' action declaration and that flow from the GM's already-established conception of the setting.

I don't share that preference. I don't find that sort of thing good for my game. I also, personally, don't find that it adds depth or "realism" to the gameworld. Neither of you may agree for your own part, but I don't see how you can contradict my own account of my own preferences.

As to railroading: different RPGers have different thresholds for GM vs player agency. A long way upthread, I said that "fail forward" was put forward self-consciously as a technique by game designer who wanted their RPG sessions to produce stories (in some non-trivial sense of that word) without pre-authorship by the GM. It is a way of introducing new fiction and new backstory as part of the outcome of adjudicating action resolution, rather than as an input into it.

If, as an RPGer, you want the GM to use as-yet undisclosed elements of the fiction (geography, NPC motivations, etc) to adjudicate action resolution - eg because you feel that this is a way of increasing the vibrancy or depth of the setting, and that a game in which this never happens involves too much coincidence, or too much of the action revolving around the PCs - then those reasons for using "fail forward" will not speak to you.

But I don't want the GM to use as-yet undisclosed elements of the fiction to adjudicate action resolution. I want action resolution to involve stakes that are either explicitly or implicitly known, that are then used to set the DC, such that if the players succeed then the fiction changes in the way that they wanted. Conversely, if the check fails then the GM gets to narrate some way in which the fiction changes contrary to the desires of the player(s) (and the PC(s)). That's why I like "fail forward" as a technique.
 

Imaro

Legend
If @sheadunne says that he's find a pre-authored game a "pinball" experience, who are you (or I) to contradict him?

For that matter, if I say that I don't like a game with secret backstory used to adjudicate the outcomes of action declaration, because that shifts agency and control over the direction of play from the players (+ dice) to the GM (independently of the dice), who are you to contradict me?

To me, it's fairly simple: either the GM imposes outcomes on action declarations independetly of the players and their dice rolls, or doesn't. The example of the mace and of the waterhole have been used in this respect. Various posters (including both of you, I believe) have said that it is good for a game to have consequences arise (the mace not in the tower, the waterhole fouled by a dark elf, whatever else) that were not part of the framing of the players' action declaration and that flow from the GM's already-established conception of the setting.

I don't share that preference. I don't find that sort of thing good for my game. I also, personally, don't find that it adds depth or "realism" to the gameworld. Neither of you may agree for your own part, but I don't see how you can contradict my own account of my own preferences.

As to railroading: different RPGers have different thresholds for GM vs player agency. A long way upthread, I said that "fail forward" was put forward self-consciously as a technique by game designer who wanted their RPG sessions to produce stories (in some non-trivial sense of that word) without pre-authorship by the GM. It is a way of introducing new fiction and new backstory as part of the outcome of adjudicating action resolution, rather than as an input into it.

If, as an RPGer, you want the GM to use as-yet undisclosed elements of the fiction (geography, NPC motivations, etc) to adjudicate action resolution - eg because you feel that this is a way of increasing the vibrancy or depth of the setting, and that a game in which this never happens involves too much coincidence, or too much of the action revolving around the PCs - then those reasons for using "fail forward" will not speak to you.

But I don't want the GM to use as-yet undisclosed elements of the fiction to adjudicate action resolution. I want action resolution to involve stakes that are either explicitly or implicitly known, that are then used to set the DC, such that if the players succeed then the fiction changes in the way that they wanted. Conversely, if the check fails then the GM gets to narrate some way in which the fiction changes contrary to the desires of the player(s) (and the PC(s)). That's why I like "fail forward" as a technique.

You're right and if I or anyone else feels your playstyle creates shallow, inconsistent fiction where the DM through free reign over failure outcomes tends to steer the story in the direction he wants... who are you to contradict? Guess there's no need to discuss any further since apparently there's no way someone's feelings about something can be wrong... and no one has the right to contradict those feelings.

NOTE: The above is sarcasm as I believe anything can and should be questioned... and I actually don't believe an improv or narrative style necessary leads to those things... I am also not arrogant enough to believe that my experiences alone with a playstyle should be enough for me to be comfortable in defining it without looking at the perspectives of others... especially if it's on a discussion board.

EDIT: I mean honestly if you don't want your preferences discussed or questioned why post on a "discussion board"... if you've got it all figured out about everyone else's playstyles as well... what exactly are you looking to discuss??
 
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Imaro

Legend
Because I don't believe he conflates the two. I don't want to speak for @pemerton, as he's demonstrated numerous times he's more than capable of speaking on his own. :) But my interpretation of what he has said is similar to my own view. Primarily, that

1) Pre-authoring is work.
2) People don't like to waste their work.
3) It creates an opportunity to drive the players in the direction seeing your work, rather than going where their play might drive them.

I'm not saying it will happen. I'm saying it merely creates an opportunity. I know I've fallen into it in the past, when I've created some really cool ideas for encounters that I wanted the players to experience. Was it a bad experience for the game? No, the players enjoyed what I showed them. Did I deprotagonize my players to do it? Yes, I did. Is that a problem? Totally depends on what the DMs and players want to get out of the game.

But doesn't this say more about what's important to you... as opposed to what a particular style of play steered you into. I mean in improv/narrative play you could think of something really cool, want to use it and push outcomes towards bringing it into play irregardless of the choices of the player??

example... every failure pushes the PC's towards the Misty Lake where I've thought of a really cool encounter involving a hydra...
 
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TwoSix

"Diegetics", by L. Ron Gygax
But doesn't this say more about what's important to you... as opposed to what a particular style of play steered you into. I mean in improv/narrative play you could think of something really cool, want to use it and push outcomes towards bringing it into play irregardless of the choices of the player??

example... every failure pushes the PC's towards the Misty Lake where I've thought of a really cool encounter involving a hydra...
Could I? Sure. Do I think the system pushes me away from it, especially if I've embraced a mindset that I shouldn't be doing it? Yes. I mean, I know you CAN give players full agency if you're running an adventure path, but I sure think there's a better chance it could be a railroad than if I'm playing Fiasco.
 

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