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

I want to make sure I understand your point clearly; and would appreciate any further clarification.

You’re absolutely right that PbtA games, structurally, push for narrative motion on every roll. That’s baked into the move design, and it’s part of what makes them tick.

Even in more traditional systems, a GM prioritizing pacing and player engagement can, and should, approach rolls the same way. Given how human attention works, every GM really should aim to prioritize these factors.

We can look at the examples that pemerton spoke about in their reply (#10,103) to my post, together with what you brought up about lockpicking. We read;



In all of these examples, success is obvious. You get a reward. No issues there. Failure is more interesting, though.

If you roll and "nothing happens" you have a textbook case of stalling the game without consequence. The players are gambling for progress: they roll, hoping for a yes. If they fail? They either try again or move on. This is exactly what FrozenNorth's PF2 example (Post 10,080) was about. We read;



Rolls such as these are not a decision anymore, it’s just rolling dice until the numbers say you win. Without a real consequence, like loss of time that matters, noise attracting danger, or the lock becoming jammed, there’s no real reason for the roll to happen at all. Give the success and avoid the issue.

If you want the chance of failure, have it mean something. Prevent a retry. Give a clue or distraction. Do something besides just saying; "nothing happens." PbtA enforces this by design, but traditional games are better when they include it. And they are better because they waste less time.



Finally, I have issues with the bold part. It makes a leap I’m not sure is supported. I think players generally want meaningful outcomes, which PbtA delivers structurally. Failure that changes nothing, however, feels anticlimactic and frustrating.

We can demonstrate this with a thought experiment. Think about playing in a game where you have no interest in the outcome of the rolls you make.

That sounds absurd, but if you’re rolling dice and the result doesn’t matter, nothing changes, that quickly becomes disengaging. It’s not about whether the system is narrative or traditional; it’s about whether rolls carry narrative or mechanical weight. Most players want to feel like their choices matter and their failures mean something.

PbtA builds that in structurally, sure — but the desire it addresses is near-universal. That desire is to stop wasting player's time.

TLDR: GM advice: Stop wasting time. Give players a reason to care, or skip the roll.
I now have to ask why, if you believe that, everyone isn't playing PbtA games? They handle this "universal issue" very well according to you, so shouldn't everyone be playing them?
 

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Even in more traditional systems, a GM prioritizing pacing and player engagement can, and should, approach rolls the same way.
I would suggest that it would be much more reasonable to say that, "a GM prioritising the same sort of pacing and the same types of player engagement that these games do," rather than assuming there is a single acceptable type of pacing and engagement applicable to all games and ideal for all participants.

Given how human attention works, every GM really should aim to prioritize these factors.
PbtA games haven't discovered some objective, universal truth about what makes TTRPGs fun and thus it is poor advice to suggest all GMs should aim to emulate them and prioritse the same things.
 
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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.

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.
I agree (and have argued myself in the past) that change to the information-state can amount to a meaningful consequence. That is frequently overlooked when folk cite null-results for perception etc. It shouldn't be overlooked however that, for them, such consequences might not reach the bar for meaningful... and that also divides play along intentional experiential lines.

Suppose that what I will count as meaningful is only that which impacts upon who my character is as a person. I can then rightly say that some kinds of change to information-states really aren't consequential in my play.

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.
The played experience emerges not only from how these mechanics are used (as I outline above), but also in the way they codify procedural differences. The 2014 DMG text is this

Only call for a roll if there is a meaningful consequence for failure. When deciding whether to use a roll, ask yourself two questions:​
Is a task so easy and so free of conflict and stress that there should be no chance of failure?​
Is a task so inappropriate or impossible- such as hitting the moon with an arrow - that it can't work?​
If the answer to both of these questions is no, some kind of roll is appropriate.​

Which becomes in the 2024 PHB

The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.​

At least so far as the words in the latest editions of D&D are concerned, all rolls are consequential. A difference I've observed is that PbtA rolls are productive of consequences, whilst D&D rolls are made because consequences have been discerned. In D&D it's DM's job to do that discerning, just as in AW it's MC's job to decide if a move is invoked. In both cases, it works out just as well (and is often seen in play) for players to call out what's consequential/what they mean to invoke.

So these mechanics can be looked at from the point of view of the way they are used in relation to the intended focus of play, and whether they take consequence as an input or an output. I'm sure there are other nuances, too.
 
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This was discussed way up thread. As I posted then, it is a rule for GM-centred play: the GM decides whether or not a declared action is apt to have consequences, and on that basis calls for a roll, or doesn't.
Well, the AW MC has the somewhat similar job of saying when a move is invoked. And in both cases, the mechanics normally work out fine if players make the call. It's only in ambiguous and high-noon situations that it matters (which seems to justify a call to arbitration.)

I find it in some ways more noteworthy that PbtA moves give MC things to say, while in D&D that's less circumscribed. And perhaps it was dissatisfactions with the latter even, that led to the former.

An alternative approach is to use a different heuristic for determining whether or not to call for a roll (eg the AW heuristic of "if you do it, you do it" applied to well-defined player-side "moves"; or the DitV/Burning Wheel heuristic of looking to stakes/intent to determine whether to roll the dice or say "yes"). Then, when a roll is called for, that determines that there will be consequences.
I agree that heuristic is easier to apply, and it's often observed that the way folk play games where consequences are to be discerned in order to invoke a roll, is that they default into discerning character action instead. The GM maintains an attitude of liability to find consequences after rolling that will meet the bar for meaningful. Text in the BW Codex discusses exactly that IIRC.

I'm not saying these things all come out the same. The exact way the procedures are designed, what they look for as inputs and yield as ouputs, their intended use in the game they appear in, incline toward differentiated play. In practice that last -- use as intended -- is particularly important: the function of a tool is contingent upon how a tool-user uses that tool.
 
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Sure.
But, go ahead and try to play a session that doesn't generate a coherent narrative.
The question is whether a) play is specifically intended to actively create and maintain a coherent narrative, whether pre-planned or spontaneous, or b) whether play just happens on a one-thing-leads-to-the-next basis and any coherence to the narrative really only becomes clear after the fact.
I think you'll find that not producing a coherent narrative is, in fact, a failure state.
If in hindsight there's no narrative or story, I'd agree. There's nothing that requires coherence in the moment, however, in part because the players probably don't know everything.
 

I want to make sure I understand your point clearly; and would appreciate any further clarification.

You’re absolutely right that PbtA games, structurally, push for narrative motion on every roll. That’s baked into the move design, and it’s part of what makes them tick.

Even in more traditional systems, a GM prioritizing pacing and player engagement can, and should, approach rolls the same way. Given how human attention works, every GM really should aim to prioritize these factors.

We can look at the examples that pemerton spoke about in their reply (#10,103) to my post, together with what you brought up about lockpicking. We read;



In all of these examples, success is obvious. You get a reward. No issues there. Failure is more interesting, though.

If you roll and "nothing happens" you have a textbook case of stalling the game without consequence. The players are gambling for progress: they roll, hoping for a yes. If they fail? They either try again or move on. This is exactly what FrozenNorth's PF2 example (Post 10,080) was about. We read;



Rolls such as these are not a decision anymore, it’s just rolling dice until the numbers say you win. Without a real consequence, like loss of time that matters, noise attracting danger, or the lock becoming jammed, there’s no real reason for the roll to happen at all. Give the success and avoid the issue.

If you want the chance of failure, have it mean something. Prevent a retry. Give a clue or distraction. Do something besides just saying; "nothing happens." PbtA enforces this by design, but traditional games are better when they include it. And they are better because they waste less time.



Finally, I have issues with the bold part. It makes a leap I’m not sure is supported. I think players generally want meaningful outcomes, which PbtA delivers structurally. Failure that changes nothing, however, feels anticlimactic and frustrating.

We can demonstrate this with a thought experiment. Think about playing in a game where you have no interest in the outcome of the rolls you make.

That sounds absurd, but if you’re rolling dice and the result doesn’t matter, nothing changes, that quickly becomes disengaging. It’s not about whether the system is narrative or traditional; it’s about whether rolls carry narrative or mechanical weight. Most players want to feel like their choices matter and their failures mean something.

PbtA builds that in structurally, sure — but the desire it addresses is near-universal. That desire is to stop wasting player's time.

TLDR: GM advice: Stop wasting time. Give players a reason to care, or skip the roll.
I want to propose a rephrased tl;dr for you to consider

GM advice: Call for the rolls players will care about.

As @Paul Farquhar points out, players care about different things. Furthermore, different modes of play are formed around caring about different things. In some modes, as @Enrahim points out, change to information-state (including knowing that this section of wall has a 2:6 probability of not containing a trap or secret door where previously that was unknown) could be something players care about.

One way players are able to communicate what they care about is through the actions they describe for their characters. Giving a decent heuristic for knowing when to roll. Sometimes that goes awry, creating a motive for employing someone to arbitrate.

The corrollary -- and don't call for the rolls players will not care about -- can be addressed through mechanics such as D&D's "If failure has no consequences and a character can try and try again, you can skip the ability check and just tell the player how long the task takes" or through adoption of appropriate norms in play.
 

This is why I think discussing what works in a narrative game so often doesn't really apply to games like D&D. When I'm GMing, I'm doing my best to keep the game moving along but my primary priority is a loose simulation of a fantasy world that the characters interact with. If they try to open a door and they can't it can have negative consequences if they're being chased by a Balrog or make noise that alerts enemies while doing so. But there's not automatically going to be any impact if it's just a door they can't open and they can continue moving on to the next door. Lack of progress doesn't automatically mean failure with complication, it just means the option you tried didn't work.
Perhaps more to the point, and despite narrative games' insistence to the contrary, there is nothing wrong with "nothing happens" being the narrated result of an attempted action that fails. As in:

Players: "We search the west wall for a secret door."
DM: <rolls in secret knowing there's no door there> "You find nothing."

Player: "Koun tries to pick the lock on the chest." <rolls poorly>
DM: "The lock resists your best efforts."

Player: "Kethera climbs the wall" <rolls very poorly>
DM: "Kethera, you make it maybe six feet up then slip, you take no damage but you're right back where you started."

All of these might be frustrating to the players, and to that my only response is so what. It'd be frustrating to the characters in the fiction as well, most likely, and I'm fine with that. In all these situations it's now on the player(s) to either come up with a plan B or abandon the attempt and go do something else.
 

Sure, there’s some players who don’t really want to play a RPG either - they just want to tell stories and throw a d20 as a dice of fate once in a while. But I think most players accept that “I get what I’m trying to achieve, or something complicating happens” as a form of play. People seem to freaking love dramatic twists off a dice roll after all.
To the two bolded bits: what's the difference?

IME what players tend to best accept is that which makes reasonable sense. On a failure, in probably the majority of in-fiction situations, what makes the greatest amount of reasonable sense is that simply nothing happens or nothing changes.
I think it’s actually the “partial success” and not the “I fail and things get worse” that gets the most resistance, not to mention is the easiest to execute poorly as a GM in a way that undermines the roll.
Things actively getting worse on a failure is IME almost universally accepted if the roll comes up natural 1 on the die (or nat 20 in a roll-low situation). Otherwise, a fail is a fail and that's it, except I might narrate a close failure differently than a fail-by-a-lot.

The one I can't stand is "fail forward". To me, all that concept seems to be is an end-run around failure to try to turn it into at least partial success. No. A fail is a fail, which means you do NOT get what you want even if it has complications attached.
 

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