If you would prefer to imagine me yelling at you for choosing to define something your own way, that's also OK. Go wild.
Not really. I'd prefer that if something profoundly confusing, where I have pointed out a clear divergence between things that, up to this point, have been argued by you and others pretty consistently, that...some kind of explanation is forthcoming? Rather than being told "there's no problem here and I won't discuss it with you".
If you're confused, it may be because no one has said, "there will never be situations where the GM controls events". It's always possible someone did say, but I'd be a little surprised if anyone really believes the GM never controls an event that happens in game.
Okay. Then the repeated and frequent insistence on several things in this thread has been...what? Complete non-sequiturs?
Because sure, that precise string of ten words might not have been said. But it's pretty clear from things said by
@Micah Sweet,
@Lanefan, and numerous other posters that the GM exerting any control over those events for any reason was utterly unacceptable.
But perhaps I am wrong? Perhaps GMs forbidding some events and permitting others is actually acceptable? I'd love to hear their thoughts on this. It would...make almost the entirety of this conversation completely baffling to me, but if I'm wrong, I'm wrong.
First, the assertion that it's a key tool that all GMs should learn and use, as if there are problems that can occur in any game that can only be fixed with fail forward (or that fail forward is always the best solution for them).
Well then you're already arguing against something
I didn't say, either. So if you're correct that I was completely mistaken about "GM put her thumb on the scale" being an absolute no-no in "traditional GM" sandbox-y campaigns, we're 0/2 here.
I do think it should still be taught
as one possible solution to a common problem, which is literally what I said. I also went to
great length to say that it's perfectly fine for a GM to literally never once, in a "storied" career of GMing, feel even the slightest need to use fail forward. I still think it should be taught. Much as, for example, I think various methods of estimation should be taught, even if many people IRL will literally never use estimation since we have pocket calculators to give us precision to the Nth degree.
Second, the idea that if a game is being run without a fail forward mechanic, suddenly inserting the mechanic to get around an unexpected problem (as if to create the illusion that it was the mechanic and not GM fiat that just occurred) is somehow a better solution than just admitting a mistake was made and fixing that mistake with open communication.
Now you're just making up nonsense. Fail forward is not GM fiat, plain and simple. And, furthermore, it's not fail-forward advocates who are wanting a context where the GM doesn't admit they made a mistake.
It's the "traditional GMs" that want to avoid such admissions. Because that's letting the players into the black box. That's admitting that the whole thing is a game, not an immersive fantasy. It's putting the fact that we're people at a table--people who make mistakes--right out in the open.
You are quite literally arguing against something nobody here has said, nobody here
would say. Where is this argument arising from? Who said these things? If you're going to take me to task for not being able to precisely quote anyone on the ten-word phrase above, why should I not do the same to you with this argument that you literally made up without any reference to any post in this thread?
The other point I was making, and which I was clear about in the same post was this:
There is a big difference in feel and mood between a game where the players know that if they don't take wilderness dangers seriously they might get lost and die, and one where they know that they can take any degree of risk and fail forward their way to some kind of successful outcome anyway.
Given that has...literally nothing whatsoever to do with fail forward, I'm not sure why you felt the need to make such an argument.
It is, 100%, completely, utterly unrelated to fail forward. Fail forward has
literally nothing whatosever to do with "protecting" anyone from anything.
As Lanefan has (repeatedly) done, you intentionally pervert the concept of fail forward into "always succeed". It literally has FAIL in the name! It's about failure! You do, in fact, FAIL with fail forward!
How much more do I need to do to reveal this straw man for what it is?
Nobody runs a game at 1:1 time during the session, all session, every session, not even the ACCURATE TIME RECORDS MUST BE KEPT fanatics who obsess over 1:1 time.
Everyone skips things all the time; I'm not sure how you would have reached the conclusion anyone was claiming otherwise.
Well...
Thing is, a conflict-neutral or low-no stakes event now may - or may not - have all kinds of consequences down the road. And as you don't know what "down the road" is going to consist of until after you've got there and beyond, I say the default should be to play them out unless the players say not to.
Haggling the merchant down such that with your last few g.p. you can get 6 torches for the usual price of 5 might seem trivial at the time.....until later when having that 6th torch makes all the difference between the party surviving or getting wiped out.
Isn't that exactly what this argues? You never know what MIGHT happen...so you have to roleplay through everything. I challenged this post for precisely that reason.
Some people have said they would allow people to roleplay their time in the cell for as long as they players are enjoying doing so; no one has claimed everyone has to sit around contemplating the characters' poor decisions in real time until either all the PCs die of starvation, they come up with a plan, or the cell door is opened.
I mean it seems to me that that is precisely what is required from Lanefan's "you never know, down the road..." standard. You never know what might happen from every single event, no matter how small. Does that not mean you need to play through them all, unless-and-until the players explicitly state otherwise?