Thomas Shey
Legend
Remember, consequence doesn't always mean the PC gets hosed. It just means the narrative is moved forward. The level of the consequence equals the risk, the narrative is meant to inform how the story evolves.
So, in a trad game, if a PC fails their roll to pick a lock, the GM says, "You're unable to pick the lock, what do you do?"
In a narrative game, if the PC is being quiet, trying to pick the lock, and fails with fear, the GM might say, "You're unable to pick the lock. As you look at it in frustration, you hear voices down the dark hall. What do you do?"
Yes, but again, this still ignores the fact that in the traditional game if the voices come down the hall, that's unconnected with the player's die rolls. Its entirely based on whatever timing the GM has decided on the guards or whatever showing up. The difference very much matters to some people.
"The narrative moves forward" is a nice phrase, but I have to again suggest that the connection with Fear is unlikely to mean it moves forward in a way that feels positive to a fair number of people. Again, this can be foreign to people who consider "The situation has become more interesting" as a virtue. A lot--maybe the majority of players--are consciously or subconsciously trying to make the situation less interesting. They consider making the point of the game for the GM to complicate a situation and for them to simplify it. If their die rolls ar making it more complicated that's going to feel like a failure state.
This is not particularly unknown. Its the basis of the line about players optimizing the fun out of games given a chance. Some are self-aware enough to draw a line in that zone, but still are not interested or capable of adjusting their expectations during play.
Again, one can find that an undesirable trait, but I don't think it does understanding of what does and doesn't work in game design for some people and how much one cares about that.
(As I noted, my wife who very much lands in this category didn't have a big problem with Daggerheart because of the combination of the GM using fairly minimalist consequences (just the spotlight taking and the Fear accumulation--the latter of course allows other complicating issues, but the indirect nature of it makes it feel less severe). Her only complaint--and she's had this in other games--is she's not a big fan of player-facing resources dependent on random die rolls, and it jumped out at her because she rolled almost no Success-with-Hope (she rolled several crits so she still got some Hope, but the ratio of Fear she was generating relative to Hope was pretty lobsided, but that sort of swing is just smething that will happen with resources acquired from dice rolls, which is why she's not a fan).








