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Do you use the Success w/ Complication Module in the DMG or Fail Forward in the Basic PDF
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<blockquote data-quote="Charlaquin" data-source="post: 8280170" data-attributes="member: 6779196"><p>I don’t know as that’s really <em>harder</em>. Just... more likely to lead to the gameplay stalling, which I maintain is a bad thing.</p><p></p><p>This isn’t consistent with how I would run such a scenario. If a character tries to open a portcullis by lifting it (and I determine they could succeed, could fail, and there’s a meaningful cost for trying or consequence for failing) I would set a DC and tell the player what it is and what cost they will have to pay to try or what consequence they will face if they fail. For example, maybe the opposing forces will catch up to them if they don’t get the portcullis open. Or maybe if they fail they strain their muscles and take some kind of penalty until they recover. Whatever, point is, if by attempting it they are risking something, I tell them the DC, modeling their characters’ estimation of their own ability to accomplish the task. At this point, they can take the risk and roll, or take steps to mitigate the chance of failure. For example, maybe they get another character to help, giving them advantage on the roll. Maybe they spend Inspiration. Maybe the cleric casts Guidance. Whatever. Then they either pay the cost and roll, making no progress on a failure, or if there is no cost to be paid they roll, suffering the consequences if they fail. Once that cost has been paid or that consequence has been suffered, if nothing in the fiction prevents them from trying again they are free to do so, as long as they’re willing to pay the cost or risk the consequences.</p><p></p><p>Granted, the previous failure may well have changed circumstances such that another attempt isn’t feasible (for example, the opposing army is already here so escaping through the portcullis is no longer an option), or has different consequences (for example, you’ve already strained your muscles, so you’ll have a penalty on the next attempt and the consequences may be more severe such as a major injury). </p><p></p><p>I’m not running 1e, so I don’t really care what Gygax said about how to run that game.</p><p></p><p>And it should be up to their players if they do, and what they do about it.</p><p></p><p>What the characters “would do” is up to their players.</p><p></p><p>This seems to be a very different scenario that we’ve been discussing. It sounds like you’re attempting actions that have no chance of success and repeatedly failing without a roll, not attempting things that could succeed or fail, rolling, failing, and being barred from trying again. Still sounds boring, but more because of what I would consider poor puzzle design than the rolls without consequences for failure issue.</p><p></p><p>If the puzzle is designed well, the players should rarely if ever be stuck with absolutely no idea of what to do. They might have to use some trial and error, but if they ever reach a point where they feel like they’ve exhausted all their options and have absolutely no inkling how to proceed, I’d consider that a failure on the designer’s part.</p><p></p><p>Narrate success. I thought I had made that pretty clear.</p><p></p><p>Yeah, I figured you would think so. I used to think that way, and I ran terrible games because of it. My games improved <em>immeasurably</em> when I finally took the advice of many people I had been hearing from who’s games sounded <em>way</em> more fun than mine were to just stop worrying about it.</p><p></p><p>Trying to prevent metagaming is a mental trap that only leads to a cascade of bad rulings causing gameplay problems, which you make more bad rulings to try and fix, which lead to more gameplay problems. I think all DMs would do well to free themselves of the metagame-policing mentality and focus instead on what actually makes the game more enjoyable instead.</p><p></p><p>I don’t agree with that assessment. Again, whatever happens in play is the story, so as long as play is happening the “story,” such as it is, is “moving forward.” I think you are making a lot of assumptions about my gameplay preferences, possibly influenced by flawed models of game design like GNS theory (though not necessarily that one specifically), and those assumptions are causing you to misunderstand my position.</p><p></p><p>I can see how I may have given that impression, sorry for the misunderstanding. No, I’m comfortable with a single roll representing a batch of activity - an attack roll representing several swings of the sword, an ability check representing a certain amount of time working at a task, etc. I was thinking of “attempt” in a more abstract sense, as like a discrete unit of activity. What should separate one “attempt” from another is its impact on the narrative. If nothing changes as a result of your action (either due to succeeding or suffering a consequence of some sort), there’s no point in rolling.</p><p></p><p>That was just an example. I <em>like</em> using wandering monsters because they’re an easy go-to way to make time spent on a task a meaningful cost, but it’s far from the only meaningful cost or consequence an action might have.</p><p></p><p>You can also encourage creative thinking by insuring dice rolls have meaningful costs and consequences. As mentioned in my earlier post, doing so shifts the focus from looking for opportunities to make dice rolls that employ your best modifiers to thinking up creative approaches that will mitigate the risk of failure. So, even if I take it for granted that encouraging creative thinking is a benefit of your method, my method also has that same benefit, and has fewer drawbacks.</p><p></p><p>Of course, since you consider “metagaming” to be a drawback, I’m sure you would feel similarly about my method (that is to say, that while it may or may not have the benefit of encouraging creative thinking, it has more drawbacks than your method). I think if you’re looking for the key difference in our values, this is it. You consider “metagaming” the ultimate gaming sin, I don’t think it causes any meaningful problems in actual play.</p><p></p><p>Not at all. If the player making the attempt wants to get bored and give up part way through, they should tell me so in their description of what they want to do as part of the gameplay loop. Or, if they didn’t anticipate the task taking such a long time (possibly do to a miscommunication about the scenario creating misaligned expectations), they can tell me so when I establish the results of their action and we can adjust accordingly. If the players of any of the other characters want their characters to get bored part way through, they can tell me what they want to do about it and I will resolve their actions the same way I do all actions.</p><p></p><p>Oh, of course. If it wasn’t clear, any time a player commits their character to an activity that will take an extended amount of time (I like to work in intervals of roughly 10 minutes), I ask the other players what they’re doing in the meantime. So, if the rogue tries to unlock the door by picking the lock with their thieves’ tools, I’ll usually say something like “ok, that will take 10 minutes and a successful DC 15 Dexterity check. Bob, what are you doing in the meantime?”</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8280170, member: 6779196"] I don’t know as that’s really [I]harder[/I]. Just... more likely to lead to the gameplay stalling, which I maintain is a bad thing. This isn’t consistent with how I would run such a scenario. If a character tries to open a portcullis by lifting it (and I determine they could succeed, could fail, and there’s a meaningful cost for trying or consequence for failing) I would set a DC and tell the player what it is and what cost they will have to pay to try or what consequence they will face if they fail. For example, maybe the opposing forces will catch up to them if they don’t get the portcullis open. Or maybe if they fail they strain their muscles and take some kind of penalty until they recover. Whatever, point is, if by attempting it they are risking something, I tell them the DC, modeling their characters’ estimation of their own ability to accomplish the task. At this point, they can take the risk and roll, or take steps to mitigate the chance of failure. For example, maybe they get another character to help, giving them advantage on the roll. Maybe they spend Inspiration. Maybe the cleric casts Guidance. Whatever. Then they either pay the cost and roll, making no progress on a failure, or if there is no cost to be paid they roll, suffering the consequences if they fail. Once that cost has been paid or that consequence has been suffered, if nothing in the fiction prevents them from trying again they are free to do so, as long as they’re willing to pay the cost or risk the consequences. Granted, the previous failure may well have changed circumstances such that another attempt isn’t feasible (for example, the opposing army is already here so escaping through the portcullis is no longer an option), or has different consequences (for example, you’ve already strained your muscles, so you’ll have a penalty on the next attempt and the consequences may be more severe such as a major injury). I’m not running 1e, so I don’t really care what Gygax said about how to run that game. And it should be up to their players if they do, and what they do about it. What the characters “would do” is up to their players. This seems to be a very different scenario that we’ve been discussing. It sounds like you’re attempting actions that have no chance of success and repeatedly failing without a roll, not attempting things that could succeed or fail, rolling, failing, and being barred from trying again. Still sounds boring, but more because of what I would consider poor puzzle design than the rolls without consequences for failure issue. If the puzzle is designed well, the players should rarely if ever be stuck with absolutely no idea of what to do. They might have to use some trial and error, but if they ever reach a point where they feel like they’ve exhausted all their options and have absolutely no inkling how to proceed, I’d consider that a failure on the designer’s part. Narrate success. I thought I had made that pretty clear. Yeah, I figured you would think so. I used to think that way, and I ran terrible games because of it. My games improved [I]immeasurably[/I] when I finally took the advice of many people I had been hearing from who’s games sounded [I]way[/I] more fun than mine were to just stop worrying about it. Trying to prevent metagaming is a mental trap that only leads to a cascade of bad rulings causing gameplay problems, which you make more bad rulings to try and fix, which lead to more gameplay problems. I think all DMs would do well to free themselves of the metagame-policing mentality and focus instead on what actually makes the game more enjoyable instead. I don’t agree with that assessment. Again, whatever happens in play is the story, so as long as play is happening the “story,” such as it is, is “moving forward.” I think you are making a lot of assumptions about my gameplay preferences, possibly influenced by flawed models of game design like GNS theory (though not necessarily that one specifically), and those assumptions are causing you to misunderstand my position. I can see how I may have given that impression, sorry for the misunderstanding. No, I’m comfortable with a single roll representing a batch of activity - an attack roll representing several swings of the sword, an ability check representing a certain amount of time working at a task, etc. I was thinking of “attempt” in a more abstract sense, as like a discrete unit of activity. What should separate one “attempt” from another is its impact on the narrative. If nothing changes as a result of your action (either due to succeeding or suffering a consequence of some sort), there’s no point in rolling. That was just an example. I [I]like[/I] using wandering monsters because they’re an easy go-to way to make time spent on a task a meaningful cost, but it’s far from the only meaningful cost or consequence an action might have. You can also encourage creative thinking by insuring dice rolls have meaningful costs and consequences. As mentioned in my earlier post, doing so shifts the focus from looking for opportunities to make dice rolls that employ your best modifiers to thinking up creative approaches that will mitigate the risk of failure. So, even if I take it for granted that encouraging creative thinking is a benefit of your method, my method also has that same benefit, and has fewer drawbacks. Of course, since you consider “metagaming” to be a drawback, I’m sure you would feel similarly about my method (that is to say, that while it may or may not have the benefit of encouraging creative thinking, it has more drawbacks than your method). I think if you’re looking for the key difference in our values, this is it. You consider “metagaming” the ultimate gaming sin, I don’t think it causes any meaningful problems in actual play. Not at all. If the player making the attempt wants to get bored and give up part way through, they should tell me so in their description of what they want to do as part of the gameplay loop. Or, if they didn’t anticipate the task taking such a long time (possibly do to a miscommunication about the scenario creating misaligned expectations), they can tell me so when I establish the results of their action and we can adjust accordingly. If the players of any of the other characters want their characters to get bored part way through, they can tell me what they want to do about it and I will resolve their actions the same way I do all actions. Oh, of course. If it wasn’t clear, any time a player commits their character to an activity that will take an extended amount of time (I like to work in intervals of roughly 10 minutes), I ask the other players what they’re doing in the meantime. So, if the rogue tries to unlock the door by picking the lock with their thieves’ tools, I’ll usually say something like “ok, that will take 10 minutes and a successful DC 15 Dexterity check. Bob, what are you doing in the meantime?” [/QUOTE]
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