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Climbing and falling
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<blockquote data-quote="Laurefindel" data-source="post: 8087550" data-attributes="member: 67296"><p>While I read seemingly conflicting ways to DM in this thread, I don’t think they are irreconcilable. What I’ve seen is that...</p><p></p><p>1) An obstacle meant to test the adventurers isn’t an obstacle if there are no chances of failure (on an ability check).</p><p></p><p>2) There is no point tracking failures unless there are consequences affecting the characters’ story in significant ways (although the level of significance can vary).</p><p></p><p>3) There is no point imposing significant consequences if it makes the game needlessly grind to a halt, makes the story regress, or forces the DM to jump through hoops to get the game « back on track »</p><p></p><p>Now, different DMs are better or more willing to improvise the story after a significant failure. Some excel at « failing forward » in play. Some consider lesser complications as significant consequences. Some put « false obstacles » meant to bring the world to life, but aren’t supposed to hinder the PC much. But beyond those differences, I feel that everyone here plays more or less in accordance to the three points above.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8087550, member: 67296"] While I read seemingly conflicting ways to DM in this thread, I don’t think they are irreconcilable. What I’ve seen is that... 1) An obstacle meant to test the adventurers isn’t an obstacle if there are no chances of failure (on an ability check). 2) There is no point tracking failures unless there are consequences affecting the characters’ story in significant ways (although the level of significance can vary). 3) There is no point imposing significant consequences if it makes the game needlessly grind to a halt, makes the story regress, or forces the DM to jump through hoops to get the game « back on track » Now, different DMs are better or more willing to improvise the story after a significant failure. Some excel at « failing forward » in play. Some consider lesser complications as significant consequences. Some put « false obstacles » meant to bring the world to life, but aren’t supposed to hinder the PC much. But beyond those differences, I feel that everyone here plays more or less in accordance to the three points above. [/QUOTE]
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