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

No, Lanefan hasn't said he's infallible. He says the table will play through a mistake because they have a more extreme need for immersion than I do. I find it a bit unusual, but so be it.
It's not so much an extreme need for immersion as it is a matter of preserving the sanctity and integrity of play that has already occurred.

AW (I think it's AW?) has as a hardline core tenet "if you do it, you do it", which at face value I rather like. This is more like "once it's done, it's done", in the same vein.
 

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It's not so much an extreme need for immersion as it is a matter of preserving the sanctity and integrity of play that has already occurred.

AW (I think it's AW?) has as a hardline core tenet "if you do it, you do it", which at face value I rather like. This is more like "once it's done, it's done", in the same vein.
I will say, I have disagreed with you very strongly on another point in the past, but your position here is consistent with the line you were holding then. It's clear you hold the events and characters that occur within the game much more sacrosanct than I do.
 

I've had fail-forward explained (and have seen this repeated even in this thread) that a fail can sometimes (not always!) be turned into what I read as a success-with-complication. For example, instead of failing to climb the wall you succeed in climbing it but now there's a bunch of guards on the other side who are about to shoot you.

Another example I've seen is that on a fail roll when searching for a secret door, you in fact find it anyway because something unexpected and nasty comes out of it from the other side.

Then why do the provided examples never maintain the failure state?
"Fail forward" or "no whiffing" is something that, as far as I know, was first talked about by Ron Edwards and Luke Crane.

I've already posted the relevant rule from Burning Wheel upthread:
When declaring an action for a character, you say what you want and how you do it. That’s the intent and the task. . . . Descriptions of the task are vital. Through them we know which mechanics to apply; acknowledging the intent allows us to properly interpret the results of the test. . . .

A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. . . .

what happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.

This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . . .

When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . .
Here's some examples from actual play:
Aedhros had helped collect the corpse, and also helped with the Taxidermy (using his skill with Heart-seeker), but was unable to help with the Death Art. He was reasonably happy to now leave the workshop; and was no stranger to stealthy kidnappings in the dark. I told my friend (now GMing) that I wanted to use Stealthy, Inconspicuous and Knives to spring upon someone and force them, at knife point, to come with me to the workshop. He called for a linked test first, on Inconspicuous with Stealth FoRKed in. This succeeded, and Aedhros found a suitable place outside a house of ill-repute, ready to kidnap a lady of the night. When a victim appeared, Aedhros tried to force a Steel test (I think - my memory is a bit hazy) but whatever it was, it failed, and the intended victim went screaming into the night. Now there is word on the street of a knife-wielding assailant.

Aedhros's Beliefs are I will avenge the death of my spouse!, Thurandril will admit that I am right! and I will free Alicia and myself from the curse of Thoth!; and his Instincts are Never use Song of Soothing unless compelled to, Always repay hurt with hurt, and When my mind is elsewhere, quietly sing the elven lays. Having failed at the most basic task, and not knowing how to return to Thoth empty-handed, Aedhros wandered away from the docks, up into the wealthier parts of the city, to the home of the Elven Ambassador. As he sang the Elven lays to himself, I asked the GM for a test on Sing, to serve as a linked test to help in my next test to resist Thoth's bullying and depravity. The GM set my Spite of 5 as the obstacle, and I failed - a spend of a fate point only got me to 4 successes on 4 dice.

My singing attracted the attention of a guard, who had heard the word on the street, and didn't like the look of this rag-clothed Dark Elf. Aedhros has Circles 3 and a +1 reputation with the Etharchs, and so I rolled my 4 dice to see if an Etharch (whether Thurandril or one of his underlings or associates) would turn up here and now to tell the guards that I am right and they should not arrest me. But the test failed, and the only person to turn up was another guard to join the first in bundling me off. So I had to resort to the more mundane method of offering them 1D of loot to leave me alone. The GM accepted this, no test required.

Then, repaying hurt with hurt, Aedhros followed one of the guards - George, as we later learned he was called - who also happened to be the one with the loot. Aedhros ambushed him from the darkness, and took him at knife point back to the workshop
Failed attempt at kidnap => word on the street of a knife-wielding assailant.

Failed Sing to try and restore my sense of self => harassed by a guard.

Failed Circles hoping that an important Elf will turn up to help me => another guard turns up.

This is what fail forward looks like in play.
 

@EzekielRaiden, I can't help thinking that one of the reason you find this conversation frustrating and confusing is you seem to conflate everyone who disagrees with you into one group as if we're a monolith all thinking the same way.

I mentioned a GM speaking up to correct a mistake, but you then asked @Lanefan to defend that point. I see you asking that question, and jump in to say more, since it was actually my point you were questioning, which leads me to coming across as if I'm speaking for @Lanefan.

As it turns out, @Lanefan doesn't necessarily agree with my position. Which is fine, we can all do things differently.

I note that I will frequently say, "I think X" and you will respond with, "But posters A, B and C," said Y, how can this be? It can be, because we do things differently and express ourselves differently. Regularly asking people to defend things other people have said is only going to result in obfuscating what anyone really believes.
But this then means there is no such thing as "traditional GM" stuff.

There's just what SableWyvern does, what Lanefan does, what Micah does, etc.

If you're going to say there is a style, then people who speak up in defense of that style should be expected to...y'know...defend that style and be questioned when they do things that conflict with how that style has been defined, particularly when they agree to that definition, as has happened many, many times over in this thread.

Like at this point this reads to me as "there is no style, there is no pattern, there is nothing at all, except what individual GMs decide to do or not do". At which point no discussion is possible, because I'm not interested in discussing the individual techniques of a dozen different GMs that have no relationship whatsoever to one another.
 

AW (I think it's AW?) has as a hardline core tenet "if you do it, you do it", which at face value I rather like. This is more like "once it's done, it's done", in the same vein.
Not really.

"If you do it, you do it" is a rule about when the dice are rolled. It contrasts with the rule in Vincent Baker's up-until-then best known RPG (Dogs in the Vineyard), where the rule is "say 'yes' or roll the dice".
 

No, it isn't.

It is literally the most important thing.
In the fiction, sure.

In terms of rules-based action resolution, however, the 'why' is irrelevant. You could be climbing that cliff for any of a thousand different reasons but for the purpose of resolving whether you succeed or fail on the climb, none of them matter in the slightest.

Same goes for combat. Why you're trying to defeat your foe is utterly irrelevant to whether your to-hit roll this round succeeds or fails.
The same goes for all your arguments about how important it is that characters roleplay with one another even when their lives aren't in danger. Because why you do things is, quite literally, the most important thing. If motive didn't matter, we wouldn't bother with all this fiction nonsense. We'd play the much more efficient Statistics & Spreadsheets. Like, the very reason you want to spend so much time on those things is because they reveal why characters do the things they do!
Game-based abstractions such as climbing checks or to-hit rolls don't care about the why, only about the what. It's on us as players and DMs to turn the abstractions into coherent fiction, and that's where the 'why' piece can come in.

There's also the question of dealing with things in discrete time-sequenced steps.

"I climb the cliff in order to save my friend" is in fact multiple action declarations concatenated into one, and needs to be split out and sequentialized.

1. "I climb the cliff". Great, let's resolve that; after which you're either at the top of the cliff or you're not.
2. "I save my friend". I'll want a lot more detail on just what you're doing to accomplish this, but it won't matter until you're up the cliff (see step 1) and can get to your friend.
 

Okay. That's not how we do it. Any area, including a city, has the potential for CR 20+ stuff. The farther out you go, the more likely you are to encounter powerful things. Look at the wandering monster tables in 1e-3e. Any party could easily run into something waaaaaaay out of their range in any environment.

We don't make our worlds like WoW where there's a starting area and then you go to the next area when you outgrow the starting area and encounter stuff your level. There is no 1-4 area here, and then a 3-5 canyon over there. Thinking that way is a good way to end up with a TPK.
Except that even in that city, there is zero chance that the PC's are going to meet that CR 20+ stuff because the DM will signpost it so clearly. Granted, we might have players that are that deliberately suicidal, but, generally speaking, no they aren't. So, even if that stuff exists in your city, it won't see play until such time as the PC's are capable of handling it.

Your worlds are exactly like WoW worlds. That's the consequence of playing in a leveled system. There's no avoiding it.
 

But this then means there is no such thing as "traditional GM" stuff.

There's just what SableWyvern does, what Lanefan does, what Micah does, etc.
That sounds pretty reasonable. There are certainly points of commonality (most of us don't like fail forward), but there are plenty of differences.

If you want a hard list detailing all the points of similarity, you'll struggle, because one of the things we do all seem to agree on is that we don't want hard lists of codified GM powers and restrictions.
 

In terms of rules-based action resolution, however, the 'why' is irrelevant. You could be climbing that cliff for any of a thousand different reasons but for the purpose of resolving whether you succeed or fail on the climb, none of them matter in the slightest.
That's a design choice.

In Prince Valiant, for instance, a character receives bonus dice to their action if they are particularly inspired, driven, moved by love, etc.
 

In-fiction logic.

If the secret admirer is a common barmaid at the local tavern then she might not hear about the imprisonment until (if ever) the rest of the party return to town and tell their tale; and may very likely be unable to do anything about it in any case.

If the secret admirer is a high-powered wizard or cleric who has been keeping an eye on the PC via scrying or the like then sure, knowledge of the PC's imprisonment might be close to immediate and the admirer could very well have the means to do something about it.

High-powered wizards and clerics are, perhaps unfortunately, considerably less common than barmaids in taverns. As a player, I'm not about to rely on their help should my character somehow become imprisoned. :)
Except that you're the DM. Contriving any sort of connection as to why the NPC knows something is ludicrously easy. And, you can simply rely back on the old saw of "it's a logical consequence" and be magically right every time.

It's simple. The DM is the one eyed man in the land of the blind. Even further than that, every single thing in the game world can only be viewed through the lens that the DM presents. How the DM describes something will always affect the reactions of the players. It's completely unavoidable. So, the NPC knows that the party has been captured? How? Well, let me roll out my magic typewriter and cobble together a couple of paragraphs explaining how that happened. It's all post hoc and complete hogwash, but, it's all part of a "living world".
 

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