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

I didn’t.
Yes you did tell me what I should do
I mean… give it a try some time.



If I overreacted I apologize but there seems to be a theme of "the new way is always better and if you don't accept that it's because you're stuck in the past" attitude on this forum. I asked what you thought was useful. I was curious what you found that could be applied to games like D&D because I'm interested in why people keep making certain claims. I can be interested in other approaches even if I don't think it would apply to me. I do the things the way I do because it works for me but I am always looking for ways to improve. But some things that are an improvement for others would not be an improvement for me or my players. We each have to find our own groove.

On a side note, my player's ages range from teenager to retirement age. I don't think age of participants makes as much a difference as some people claim.
 

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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 agree for the most part but there are times when a failure is just not moving forward. If someone is searching a room a check may fail and they don't find a secret compartment. It's not that the roll was pointless, it's that as GM I thought it was possible but not guaranteed that they would find the compartment. There wasn't any negative consequence other than a potential loss of treasure or a missed clue that would have helped them solve the mystery.

As far as dungeon exploration and the like, I just ask people how quick they want to be and we narrate the result and I'll use passive values adjusted by how careful they're being. Sometimes there's a ticking clock they're aware of, sometimes there's one and they don't know. In general the more time they spend the more likely they are to have something nasty wandering around is going to bump into them, but that depends on the scenario. On the other hand if I ask for a check to see if they open a lock, what I'm really looking for in most cases is how long it's going to open the lock. Is it done in seconds or does it take several minutes? Again, the characters may or may not know of time pressure.

I don't have hard and fast rules for this stuff (and don't want any), it's more about the player interacting with the world through their character along with pacing of the game at the table. If in-game they want to take hours taking apart every piece of furniture in a room and prying up every board they can, whether or not there are consequences to that decision is independent of the decision. I'm just not going to waste time at the game table making that happen.
 

Why should I just give success when the fiction (or the rules) dictates success isn't guaranteed?

That's why we roll: to see if they succeed.

No retries in my game unless you do something differently. Even then, "nothing happens" is a common result of a failure.

Yes it's frustrating. That's the whole bloody point!

Occasional frustration is simply a fact of life for the characters, and as the players are in theory roleplaying these characters then why wouldn't they too feel some of that frustraton now and then?

No roll = no chance of success.

How long do you think that will that hold up in play?

If there are no lows, the highs have no meaning.
 

I actually really enjoy Fail Forwards, Success with Complications and Degrees of Failure/Success.
As a DM you can allow for an increase in stakes (I'm thinking like poker), take the story in interesting directions and if the players are aware of the mechanics involved beforehand it elevates the sense of a game being played.

I have no issue with the option of using Fail Forwards, Success with Complications and Degrees of Failure/Success in some cases. Sometimes it makes sense that you can't force a stuck door open immediately but maybe you make it budge enough that if you keep at it. Sometimes that means you'll make a lot more noise and something may hear, other times there's nothing that's going to hear. Frequently the characters don't know which one is the case.

If degrees of failure/success make sense in the given situation then I think it should be used. Quite frequently I'll have different numbers in mind for knowledge checks. Roll low enough and you don't know anything other than eliminate some possibilities. After that the higher you roll, the more details you recall.
 


Who suggested you, personally, should?

We can't talk about things that don't apply to you, personally?

You included everyone on the thread when you asked (bold added) "Or are we all absolutists around here, unwilling to make any compromise or adjustments for anything around our games?"

I was responding to that. I'm not unwilling to make compromise, I see no reason to do so.
 

Why should I just give success when the fiction (or the rules) dictates success isn't guaranteed?
If success is actually impossible, then you wouldn't roll at all.

But you're doing the rather typical thing of openly taking the least-charitable possible interpretation and presuming it must be true to skewer it, rather than asking, "Wait, does that mean success is guaranteed?"

Because, unlike what you say here, success isn't guaranteed even with fail forward. I'm at least 90% sure you and I have specifically discussed this before.

That's why we roll: to see if they succeed.
Certainly. But failure does not mean "wow, a fat load of NOTHING happened".

No retries in my game unless you do something differently. Even then, "nothing happens" is a common result of a failure.
And that is a pretty boring consequence. I find it rather frustrating to see people hold it up as though it were some awesome achievement of gameplay that you made people jump through hoops in order for literally nothing to actually happen.

Yes it's frustrating. That's the whole bloody point!
No, it isn't. On both counts.

Specifically, you are conflating two different kinds of "frustrating." On the one hand, there is, "I, the character, am trying to succeed, and not reaching success". That, I agree, is the point of rolls. But it's not the point of rolls where the only results are "things proceed without issue" or "nothing happens and we just spent the past 2-5 minutes literally not seeing anything happen", which is frustrating from the, "I, the player, have just wasted several minutes of time literally achieving nothing whatsoever, not bad, not good, nothing."

The former type of frustration is a good thing, and should happen with a reasonable frequency. (Different people, obviously, disagree on "reasonable" frequency. I'm pretty confident your threshold is much, MUCH lower than mine, for example. But the idea that there is a threshold isn't in question between us.) The latter is bad and should be avoided as much as possible.

No roll = no chance of success.
I'm fairly confident that is not true, because there are at least three other options. One, no chance of failure, unless you force characters to roll to check to make sure they can walk across rooms, open doors, shave without decapitating themselves, etc. Two, where neither success nor failure actually matters in any way whatsoever. And three, where the action in question isn't a matter of success or failure, but rather degree of success only (this is rare, but consider for example magic missile, which, AIUI, explicitly doesn't use an attack roll nor a saving throw in any edition. That's something where you ask for a roll, the attack just hits...or just misses, if the target throws up shield in time.)

How long do you think that will that hold up in play?
I mean, in my experience, it holds up extremely well, on both ends of the table.

Failure is still failure, it just means SOMETHING happens. The world continues spinning. Maybe you """succeed""" in a way that is completely hollow, like "you found the secret entrance eventually, but by the time you were done, the cultists were LONG gone and knew not to leave evidence behind because they could hear you the entire time." Maybe you fail, and now that's created a problem: "In trying to disarm the trap, you've not only set it off, you seem to have triggered some kind of deeper, more magical defense system. That's...really really not good. You can hear strange noises in the distance. That's probably worse."

If failure would contribute literally nothing whatsoever to the experience of play other than delaying the party's next effort, what is the point of rolling? Like seriously. If literally nothing comes of failure--not even expending resources, genuinely actually nothing happens--why should you roll? Save the rolling for when it's actually interesting to fail, and interesting to succeed. Rolling to avoid trivial stupid failure like "you walked across the room wrong and flung yourself at the floor" isn't helpful, and there are a LOT of things I've seen GMs ask for rolls about that really should not have required anything of the kind.
 

On a side note, my player's ages range from teenager to retirement age. I don't think age of participants makes as much a difference as some people claim.
My 9 year-old niece and 11 year-old nephew are solid examples of gritty, no-mercy, OSR success stories. My terrible and oppressive tyranny extends into the games I run for them, where there has been plenty of PC death and even a TPK. They love it. I've never seen a reason to go easy on them and I have been impressed with both of them learning and adapting from experience as well as applying some pretty impressive lateral thinking skills.

Last session they heard about a local conflict between goblins and orcs and were immediately thinking about using some recently acquired wealth to help arm one faction against the other in order to create allies.
 

You included everyone on the thread when you asked (bold added) "Or are we all absolutists around here, unwilling to make any compromise or adjustments for anything around our games?"

I was responding to that. I'm not unwilling to make compromise, I see no reason to do so.
"I see no reason to compromise" is an unwillingness to compromise...like...that's literally what being unwilling to compromise means. Assuming whatever agent you're looking at is rational, I mean.
 

And that is a pretty boring consequence. I find it rather frustrating to see people hold it up as though it were some awesome achievement of gameplay that you made people jump through hoops in order for literally nothing to actually happen.
Why does knowing that someone else enjoys something, that you don't enjoy, cause you frustration?

If failure would contribute literally nothing whatsoever to the experience of play other than delaying the party's next effort, what is the point of rolling?
It should be obvious that the reason to roll is to discover whether they succeed or fail.

Like seriously. If literally nothing comes of failure--not even expending resources, genuinely actually nothing happens--why should you roll?
To discover if you succeed or fail.

Save the rolling for when it's actually interesting to fail, and interesting to succeed.
You're certainly welcome to do that in your own games, if it results in a game you get more enjoyment from.
 

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