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<blockquote data-quote="Manbearcat" data-source="post: 7649716" data-attributes="member: 6696971"><p>That's what I figured your response would be. Its so removed from every bit of advice on Failing Forward in every RPG that promotes it and so removed from the fundamental idea of it that you're basically saying; "that's not the philosophical underpinnings, even though it says it everywhere in canon and even though the people who leverage it in play say it is...this, this here is the philosophical underpinnings". I'm not really sure how to challenge that. There is no loss aversion of "stuff you have". There is tedium and boredom aversion so its loss aversion in the sense that you want to avert losing the time you're investing in RPGing to an experience that you might have had 4000000 times before if you've been playing for 10 years or more and have 1 million perception tasks resolved under your belt. </p><p></p><p>And my experience with rigid, causal logic based task resolution is exactly binary...and that gets boring after a time. Failing forward is pretty much just a means to create some provocative, genre-relevant conflict where it might otherwise be a mundane, irrelevant experience; "Indy failing his Perception check means that he can't locate the talisman or the map etching or whatever it is that he's looking for...no wait, that's boring...he finds it...BUT THERE ARE SNAKES! HE HATES SNAKES!" <Resolve fun snake conflict scene></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7649716, member: 6696971"] That's what I figured your response would be. Its so removed from every bit of advice on Failing Forward in every RPG that promotes it and so removed from the fundamental idea of it that you're basically saying; "that's not the philosophical underpinnings, even though it says it everywhere in canon and even though the people who leverage it in play say it is...this, this here is the philosophical underpinnings". I'm not really sure how to challenge that. There is no loss aversion of "stuff you have". There is tedium and boredom aversion so its loss aversion in the sense that you want to avert losing the time you're investing in RPGing to an experience that you might have had 4000000 times before if you've been playing for 10 years or more and have 1 million perception tasks resolved under your belt. And my experience with rigid, causal logic based task resolution is exactly binary...and that gets boring after a time. Failing forward is pretty much just a means to create some provocative, genre-relevant conflict where it might otherwise be a mundane, irrelevant experience; "Indy failing his Perception check means that he can't locate the talisman or the map etching or whatever it is that he's looking for...no wait, that's boring...he finds it...BUT THERE ARE SNAKES! HE HATES SNAKES!" <Resolve fun snake conflict scene> [/QUOTE]
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