D&D General [rant]The conservatism of D&D fans is exhausting.

In this case, it’s not about fail forward. It’s about a GM designing a dungeon or a scenario where there is one path forward to resolution, and if the PCs somehow miss that one path, then the scenario cannot be resolved.

I think that’s poor design. Whether it’s an individual secret door that yields the treasure or an NPC who can only be fought rather than bargained with… and so on.

I consider that poor design. I’m also pretty surprised to see this idea get pushback… this is pretty common and sensible advice that’s been around for years.
I see. The sequence of posts from @Thomas Shey 's #10,545 through your #10,670 makes it appear connected. So I'm surprised to learn that your design-related criticism has no connection to the simple fail versus fail-forward debate in the chain that preceded it. If it's got nothing to do with that then I misread. What I said stands in relation to fail-forward.
 
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I was reflecting on the proposition that the two sequences of play (where L is lowlight and H is highlight)

LLLHLLHLLLH​
HHH​
would contain identical Hs. It seems to me it can be true only if nothing about Ls informs or inflects the Hs. I haven't seen anyone yet arguing that each moment of play is isolated from those preceeding it, meaning the proposition has something like this form (single digits are lowlights, double are highlights, highlights are the sum of lowlights to represent being informed or inflected by them.)

6, 8, 4, 18, 9, 5, 14, 2, 4, 4, 10
18, 14, 10

Considering only double digits, the probability of the second pattern matching the first without knowing the single digit numbers being summed is not far off 1 in a million. Of course, the permutations of play are vastly more numerous.

Therefore I think that in order to argue that my highlights-only play will match a low-and-highlights play, I must either believe that the lowlights don't inform or inflect the highlights or explain how I'm able to choose those exact scenes, in that exact sequence, out of all possible scenes and sequences.
 
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This is one of the ways that moving the decision to the mechanics… to the gameplay… allows for player agency.

In the games of many folks here, I imagine that the player could make their climb check and get to the top whole and as quickly as possible… and the GM could then say “but you’re still too late… your friend has been killed”.

Keeping the roll so focused on success/failure of the task attempted rather than the resolution of the situation means that the GM gets to continue calling the shots.
Nice to see how you're always able to bring it back to "GM making any decisions = GM making all important decisions = bad play".
I didn’t say anything about it being bad play.

Do you really not see my point?
The point can be made more analytically, I think.

Let's suppose that there are three salient characters: H(ero), who is a player's character; V(illain), who is a GM-controlled character; and C(aptive), who is unconscious and/or immobilised and so unable to act. (And so at this stage I leave it open who normally controls C.)

And let's say the situation is this: there is an altar at the edge of a cliff, on which V has C restrained. V is going to sacrifice C at the "appointed time" (a pretty common trope). H knows this, and so does H's player. Through some-or-other game play, H has arrived at the base of the cliff, and now plans to climb to the top of it to rescue C. Given that this is H's plan, as formulated and stated by H's player, we can also take it that H's player, and H, believe that it is possible to climb the cliff before the appointed time arrives.

The GM tells H's player the difficulty for the climb (more on this below). H's player deploys whatever salient resources are available to them (eg drink their Potion of Climbing, or put on their one-use Gloves of Dexterity, or decide to use up their pouch of chalk dust, or whatever else might be applicable given their PC build, gear list, and the resolution system in question).

H's player rolls the dice, and succeeds! H makes it to the top of the cliff, and the GM now has to tell H's player what H finds at the top of the cliff. (NB. I want to set aside illusions and similar oddities that might lead the GM to describe things differently from how they really are. To make that easy to do so, I will stipulate that H is wearing Goggles of True Sight. Even without such a stipulation, the points I go on to make could be made; it would just require slightly more convoluted exposition.)

Let's say that the GM decides to tell H's player that H finds C dead on the altar. There are multiple possible explanations for making such a decision; but I want to take it for granted that, in making this decisions, the GM is following the heuristics, rules etc that they regard as applicable in these circumstances. Let's suppose that the GM has notes about the appointed time, has notes and calculations that yield the time at which H arrived at the base of the cliff, and has notes and/or calculations about the time required to climb the cliff; and when these are all put together, it follows that the appointed time arrived while H was (let's say) half way up the cliff. (Other possible explanations, heuristics etc are possible, I stick with this one just for ease of exposition.)

One question arises immediately: how does the speed of H's climb relate to the difficulty that the GM announced? Perhaps the GM didn't announce a difficulty, and just described the cliff (let's say, as a "challenging climb") - what was the framework in which the player made a choice about maximising the speed of H's ascent?

Let's further suppose that, as per the GM's notes and calculations, it was simply not possible for H to get to the top of the cliff before the appointed time. Why was the roll still called for? At some point, based on notes and calculations, the GM knew that H could not save C (eg perhaps when H arrives at the base of the cliff with no ability to fly or teleport). Why allow H's player to continue to hope, when the GM knows that the hope is futile?

In the scenario described, H's efforts in climbing turn out to be mere colour - they add content to the fiction, but they don't have any bearing upon the outcome that H's player cares about, namely, whether C is able to be rescued. That outcome was settled by the GM making their decision, based on their procedures, to which H's player was not party and was indeed ignorant of, given that H's player still hoped that H might rescue C.

I hope it is clear - it may not be clear, but I hope that it is - that a player might regard the scenario just described as frustrating, or even time-wasting. If all that is at stake is already lost, why are we at the table playing things out as if it's not?

Or let's put it another way: if the sort of scenario that I've described is taken as normal or appropriate or perhaps even, sometimes, desirable at a particular table, then to me it seems that what is at stake is not a high priority at that table. The emotional investment in play must be going somewhere else.

The approach to adjudication that @hawkeyefan has been pointing to, which takes the decision about whether or not the appointed time has arrived out of the hands of the GM and places it instead into the game play process in which both player and GM are participants, is a response to the possibility of the scenario just described. Instead of the GM being the one to decide what is at stake, and whether or not it is realised, the decision is "off-loaded" to the resolution mechanism. (Which is how D&D's combat system generally does things.)

There is also a (modest) connection to the other parallel discussion, about how to handle the passage of time. I think all RPGing involves telescoping time and space to some extent, due to the nature of the medium: eg we don't describe walking down a dungeon corridor centimetre by centimetre; when travelling on a hex map distances are frequently tracked in (multiples of) miles and time in (multiples of) hours; etc. Even with the climbing example, I've never heard of a RPG climb being resolved by a description of every bodily motion and every facet of the surface being climbed.

So, in the scenario I've set out, at what point does H's player come to know that time is of the essence? That's the point at which the key decisions start to be made - eg suppose that H sails to the base of the cliff in their trusty vessel, how long does that take? And this is where, in an approach which aims to offload decision-making form the GM onto the mechanics, that that can begin. Eg if the player succeeds well on the check for sailing, then they get a bonus to their roll to climb; if they do poorly, they get a penalty. (In the fiction, this reflects having more time, or less, in which to make the climb.)

To me, this is the actual point of "fail forward" and other techniques that relieve the GM of responsibility of deciding outcomes. It is about clarity as to what is at stake in the situations the GM is presenting to the players, and about the players' ability to win or lose at least roughly corresponding to the hopes that they form in response to those narrations. It eschews anti-climaxes that follow from "behind the scenes" GM decision-making that was outside the scope of player influence via the mechanisms of play.

At a table where there is little interest in stakes, (anti-)climax, etc - where success or failure at the climb is regarded as interesting even if the GM knew it to be ultimately futile all along - then these techniques will probably not be useful.
 



I was reflecting on the proposition that the two sequences of play (where L is lowlight and H is highlight)

LLLHLLHLLLH​
HHH​
would contain identical Hs. It seems to me it can be true only if nothing about Ls informs or inflects the Hs.
In my post, I stipulated the identity of the "H"s:
Let's suppose that your game goes x,x,x,x,H,x,x,x,x,x,x,x,x,H,. . . . - where the "x"s represent non-highlight events, and the "H"'s represent highlight events. And let's suppose that this is verisimilitudinous. Now suppose someone else's game elides all those "x"s - they are understood to happen offscreen, or are narrated through quickly via saying "yes" to no-stakes action declarations, and only the "H"s actually get time and attention at the table. That second game is all highlights, but its setting and fiction are just as verisimilitudinous, because idential to, the setting and fiction of the first game.
And I don't think the stipulation is one that bears no connection to reality.

Everyone here has done a lot of RPGing. So we have all probably played through numerous "x"s - like purchasing gear, or foraging for herbs - which did not shape what followed in any very interesting way.

Hex crawl-y D&D is in fact notorious for the preponderance of these "x"s": random encounters that occupy time at the table but have little overall significance because they occur on a daily clock and the magic users regain their powerful spells on the same clock.

Furthermore, I conjecture that the approach to play that favours spending time at the table on the "x"s is also an approach to play that eschews "fail forward" or similar sorts of techniques, that is, it is more inclined to treat each "x" as relatively self-contained, because of the rejection of drawing sweeping causal or thematic connections that can't be straightforwardly explained by reference to local temporal and spatial features of the ingame situation.

This conjecture further supports the plausibility of my stipulation.
 

Which mucks up forward-facing causality: things which occur now (on A's turn) have effects in the past (ie from the start of B's turn).
There is a fix to this, though 5e-by-RAW types sure wouldn't like it.

If A's initiative is 15 and her declared action is to move, then attack, then duck for cover the fix is to roll to see how many initiative 'pips' each of those sub-actions takes. For example, it's set by her original initiave roll that her move starts on 15 but she doesn't attack until 11 then clearly she's moving during pips 14, 13, and 12. And if she doesn't reach cover until a 5 then she's open to being shot by anyone with init 6 or higher.

Thus, if B's initiative is anywhere between 6 and 14 he can shoot at her, if it's 5 or less he cannot* because by then she's got cover.

* - well, technically he still can if he wants to, but with no hope of hitting.
 

I was reflecting on the proposition that the two sequences of play (where L is lowlight and H is highlight)

LLLHLLHLLLH​
HHH​
would contain identical Hs. It seems to me it can be true only if nothing about Ls informs or inflects the Hs. I haven't seen anyone yet arguing that each moment of play is isolated from those preceeding it, meaning the proposition has something like this form (single digits are lowlights, double are highlights, highlights are the sum of lowlights to represent being informed or inflected by them.)

6, 8, 4, 18, 9, 5, 14, 2, 4, 4, 10
18, 14, 10

Considering only double digits, the probability of the second pattern matching the first without knowing the single digit numbers being summed is not far off 1 in a million. Of course, the permutations of play are vastly more numerous.

Therefore I think that in order to argue that my highlights-only play will match a low-and-highlights play, I must either believe that the lowlights don't inform or inflect the highlights or explain how I'm able to choose those exact scenes, in that exact sequence, out of all possible scenes and sequences.
But this assumes that absolutely every "lowlight" moment always informs the next highlight moment, and further that nothing except those "lowlight" moments contributes anything at all.

What is far more likely is that any given lowlight may have no effect at all, or some effect, or an awful lot of effect. And, further, that any given highlight may be informed by several other things that have nothing whatsoever to do with those lowlight moments. So the sum for any highlight might be the preceding "lowlights" within ±5, more or less randomly distributed, and any given "lowlight" has (say) a 1 in 3 chance of being ignored entirely.

So we get
6, 8, 4, 17, 9, 5, 14, 2, 4, 4, 11
17, 14, 11

Under such conditions, where the highlights are understood to be loosely randomly distributed (e.g. 9+1d12) and whether or not any given "lowlight" contributes at all is at least slightly randomized, it's plenty possible to get a distribution of highlights-only that matches up to statistical significance (or at least human perception).

Further, remember that in games like AW, DW, Prince Valiant, etc., character-establishing moments are NOT "lowlights". They are in fact fantastically important, arguably more important (at least some of the time) than action-heavy/dangerous/"heroic"/etc. moments.
 

Do you have a citation for that? Because God in Heaven that quote would be useful to me!
From the AD&D DMG, pp 9, 61:

the reader should understand that ADBD is designed to be an amusing and diverting pastime, something which can fill a few
hours or consume endless days, as the participants desire, but in no case something to be token too seriously. For fun, excitement, and captivating fantasy, ADBD is unsurpassed. As a realistic simulation of things from the realm of make-believe, or even as a reflection of medieval or ancient warfare or culture or society, it can be deemed only a dismal failure. Readers who seek the latter must search elsewhere. Those who desire to create and populate imaginary worlds with larger-than-life heroes and villains, who seek relaxation with a fascinating game, and who generally believe games should be fun, not work, will hopefully find this system to their taste. . . .

Combat is divided into 1 minute period melee rounds, or simply rounds, in order to have reasonably manageable combat. "Manageable" applies both to the actions of the combatants and to the actual refereeing of such melees. It would be no great task to devise an elaborate set of rules for highly complex individual combats with rounds of but a few seconds length. It is not in the best interests of an adventure game, however, to delve too deeply into cut and thrust, parry and riposte. The location of a hit
or wound, the sort of damage done, sprains, breaks, and dislocations are not the stuff of heroic fantasy. The reasons for this are manifold. . . .

Lest some purist immediately object, consider the many charts and tables necessary to handle this sort of detail, and then think about how area effect spells would work. In like manner, consider all of the nasty things which face adventurers as the rules stand. Are crippling disabilities and yet more ways to meet instant death desirable in an open-ended, episodic game where participants seek to identify with lovingly detailed and developed player-character personae? Not likely! Certain death is qs undesirable
as a give-away campaign. Combat is a common pursuit in the vast majority of adventures, and the participants in the campaign deserve a chance to exercise intelligent choice during such confrontations. As hit points dwindle they can opt to break off the encounter and attempt to flee. With complex combat systems which stress so-called realism and feature hit location, special damage, and so on, either this option is severely limited or the rules are highly slanted towards favoring the player characters at the expense of their opponents.​
 


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