Enrahim
Explorer
5e also codifies it. In 2014 in the DMG with the rule* not to roll unless there are consequences, which was brought into the PHB in 2024.
*The 2014 DMG contains "variant" rules, "optional" rules and just rules; such as the text on page 237.
At the same time, I have heard @Thomas Shey's comment elsewhere and experienced something like it myself, so something is going on there.
I think the way this is to be interpreted is very different in the two playstyles though. In the narativistic context something new should be introduced. The common result of failing in trad is however often the oposite - a posibility that was once there is now no longer pressent. Both are consequences that changes the situation. However one is a complication while the other is in one way a "simplification". The complication is of course much more "engaging" and "interesting". But the removal of the obvious options through failures could foster more creative problem solving.I think this is a misunderstanding here. Even in games that aren’t focused on coherent narrative, the core point still applies. This is because pacing matters in any playstyle.
Just because a game isn’t telling a structured story doesn’t mean it’s doing nothing. There’s still player engagement, tension, momentum; and those all benefit from good pacing.
So even in your example, every roll should have meaning. Rolls that do nothing, are, in my opinion, wasting time. The presence of a narrative is kind of irrelevant to the larger principle, good pacing matters.
Take opening a door trough lockpicking. The trad way would be failure - you recognize this lock is beyond your abilities. This is a consequence, as you just learned something new about the situation - the situation has changed, and the pacing are still moving forward. The problem is still the same, but less desireable options like noisy breaking down the door, trying to find a way around, knocking on the door hoping anyone on the other side gets curious and opens it, or maybe expend a spell slot to put the door on fire are suddently things that should be considered more carefully.
In a narativistic game a failure is generally introducing some new complications - the classic being guards rounding the corner while lockpicking. This also causes the situation to change. However suddently the problem isn't the door but the guards. The entire focus of the scene has shifted. This is definitely more dramatic, but much more conductive to fun reactivity than contemplative proaction.
So again this might seem like a common principle, but claiming it is just "codified" in PbtA and similar games is missing the point. Those games codifies it, but in a way that is very spesific to the kind of experience they seek to produce.
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