Micah Sweet
Level Up & OSR Enthusiast
You act as if no one's ever fallen off a cliff to their death before. Why should that never happen?For sure. Some players like it when their characters fail a climbing check and then fall to their deaths.
You act as if no one's ever fallen off a cliff to their death before. Why should that never happen?For sure. Some players like it when their characters fail a climbing check and then fall to their deaths.
Huh? The whole of D&D combat resolution ignores forward-facing causality. Person A does their 6 seconds worth of stuff. Then we go back in time and Person B does their 6 seconds of stuff. And so on, until everyone has had a go.
Whether of not they successfully climbed the wall.
It's what was defined as fail-forward. You succeed at the task but something bad happens.
This has nothing to do with actor vs author stance, which describe different ways a player goes about making decisions for their PC. "Author stance" describes a player making decisions for their PC because of things the player cares about rather than things the PC cares about - such as, in this case, making sure the GM's adventure gets played.Saying that you've agreed to follow the DM's campaign is not the same as abdicating control of your character.
There is no such definition. Stance is a way of describing player decision-making.Of course I also haven't seen a definition of stance from the GM's perspective.
I made a post, not addressed to any particular poster, about the reference in the 2024 D&D rules to players making decisions from the point of view of the player - ie choosing to follow the GM's hook - rather than the point of view of the character; which is called "author stance" in a terminology that was introduced into this thread by another poster at [https://www.enworld.org/threads/ran...d-fans-is-exhausting.712674/post-9664372]post 7739[/url].Did he ask you about the Forge's opinion?
Right. I posted this about a month ago upthread:what I’m saying is that fail forward type techniques tend to use what’s going on in the game. The GM looks at the situation and comes up with a sensible, related consequence other than outright failure.
More recently I posted that examples of bad narration don't show that good narration is not possible. To reiterate my month-old self: people who are stuck doing bad narration need to work on their play!People who are just making up outcomes without regard to the tasks and their intents during resolution are like the Apocalypse World GMs John Harper blogged about, whose hard move is to have ninjas drop from the ceiling: The Mighty Atom They need to work on their play!
But it was said we only roll if there are stakes. What are the stakes? What does it mean to unsuccessfully climb a wall?
But not something bad that doesn’t fit the situation.
Good grief.
But something that only exists because you failed a roll. If it works for you, great. It doesn't for me. Why can't you just accept that we have different preferences?
You act as if no one's ever fallen off a cliff to their death before. Why should that never happen?
Yes there is. We resolve all of A's actions, including their movement. Then we go back 6 seconds and resolve all of B's actions.Where are you getting that? If A kills B, B does not suddenly pop back to life to get a chance to kill A first. Admittedly rounds and initiatives will always be an ugly compromise but there is no going back in time.
There are lots of wargames and RPGs that use simultaneous resolution. Gygax's AD&D tries to adopt an approach closer to simultaneous resolution, although the details are notoriously obscure.There is no good system that I've seen for resolving simultaneous actions with the relative simplicity of initiative and turn based combat.
It's far from perfect, it's just better for what it sets out to do than alternatives I've seen.