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A Question Of Agency?
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<blockquote data-quote="Lanefan" data-source="post: 8135018" data-attributes="member: 29398"><p>I earnestly hope you'll also agree with this equal and opposite variant: <em>the GM is not just free to change the fiction in a way that negates the players' failures</em>. If yes, then alert the media! We've found common ground: the GM can't arbitrarily change stuff to negate what the players/PCs did, for good or bad.</p><p></p><p>Yet the whole idea of 'fail-forward' seems to be based on exactly this concept: changing or massaging the fiction such that failures aren't really failures. How do you square that?</p><p></p><p>This is a complete red herring. Everything I posted assumed an ongoing campaign, which I thought would go wihtout saying.</p><p></p><p>Unless the players/PCs have reason to suspect an illusion or deception, asking "What here is not what it appears to be?" sounds like someone fishing for adventure hooks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I probably just use a different series of not-necessarily-hardcoded mechanics to get to a similar type of result here.</p><p></p><p>I'd likely never use the brother-in-law one as I'm not too fond of dragging PCs' families into things unless the player puts them there first.</p><p></p><p>The truncheon example: I might arrive at the same result where, after the PC one-shots the guard, I think to myself - and often ask myself out loud so the players know what I'm up to - "<em>Did anything go wrong with that?</em>"*, particularly if stealth is intended. Either I or the player roll some dice and on a poor roll then maybe the truncheon does clatter down some stairs or the guard makes some noise as he crumples or someone nearby saw/heard something and raises a shout or whatever. But more often we'll be covering this sort of thing in the moment: roll to hit, roll damage, and roll to see how quiet you kept things.</p><p></p><p>* - and if I can't quickly think of anything that could have gone wrong, I skip this step. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8135018, member: 29398"] I earnestly hope you'll also agree with this equal and opposite variant: [I]the GM is not just free to change the fiction in a way that negates the players' failures[/I]. If yes, then alert the media! We've found common ground: the GM can't arbitrarily change stuff to negate what the players/PCs did, for good or bad. Yet the whole idea of 'fail-forward' seems to be based on exactly this concept: changing or massaging the fiction such that failures aren't really failures. How do you square that? This is a complete red herring. Everything I posted assumed an ongoing campaign, which I thought would go wihtout saying. Unless the players/PCs have reason to suspect an illusion or deception, asking "What here is not what it appears to be?" sounds like someone fishing for adventure hooks. :) I probably just use a different series of not-necessarily-hardcoded mechanics to get to a similar type of result here. I'd likely never use the brother-in-law one as I'm not too fond of dragging PCs' families into things unless the player puts them there first. The truncheon example: I might arrive at the same result where, after the PC one-shots the guard, I think to myself - and often ask myself out loud so the players know what I'm up to - "[I]Did anything go wrong with that?[/I]"*, particularly if stealth is intended. Either I or the player roll some dice and on a poor roll then maybe the truncheon does clatter down some stairs or the guard makes some noise as he crumples or someone nearby saw/heard something and raises a shout or whatever. But more often we'll be covering this sort of thing in the moment: roll to hit, roll damage, and roll to see how quiet you kept things. * - and if I can't quickly think of anything that could have gone wrong, I skip this step. :) [/QUOTE]
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