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Consequences of Failure
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<blockquote data-quote="Ovinomancer" data-source="post: 7806940" data-attributes="member: 16814"><p>Interestingly, in your example of stealth, you move failure from just not being able to get surprise to the opposition becoming hostile. This isn't just denial of a reward, it's a change in fiction away from the intent of the action.</p><p></p><p>Personally, I think that evaluation of the goal in goal and approach is important for failure consequences. A success moves towards the goal, a failure away. This simple framework does a good job of removing questions and firmly rooting decisions in the fiction of the moment. It's what you've done with your stealth example, assuming the goal of the sneaking is to get the drop on the opposition. You succeed, you get the drop. You fail, they not only notice you, but immediately move into hostilities without you having the drop. Towards, away.</p><p></p><p>If you can't think of how to move away from the goal of the action, then don't call for a roll. I think it's okay to involve meta-goals, here, though. Moving away from a meta-goal can be sufficient punishment, like, say, losing time in a race against the clock, or having a fight when you're trying to conserve resources. Goals can be layers, but a failure should move away from a player stated goal.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7806940, member: 16814"] Interestingly, in your example of stealth, you move failure from just not being able to get surprise to the opposition becoming hostile. This isn't just denial of a reward, it's a change in fiction away from the intent of the action. Personally, I think that evaluation of the goal in goal and approach is important for failure consequences. A success moves towards the goal, a failure away. This simple framework does a good job of removing questions and firmly rooting decisions in the fiction of the moment. It's what you've done with your stealth example, assuming the goal of the sneaking is to get the drop on the opposition. You succeed, you get the drop. You fail, they not only notice you, but immediately move into hostilities without you having the drop. Towards, away. If you can't think of how to move away from the goal of the action, then don't call for a roll. I think it's okay to involve meta-goals, here, though. Moving away from a meta-goal can be sufficient punishment, like, say, losing time in a race against the clock, or having a fight when you're trying to conserve resources. Goals can be layers, but a failure should move away from a player stated goal. [/QUOTE]
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