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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: 8280457" data-attributes="member: 6779196"><p>Actually you know what, [USER=6704184]@doctorbadwolf[/USER] ? That isn’t fair of me. I understand how what [USER=29398]@Lanefan[/USER] and I do is different, you apparently don’t, it doesn’t make sense to ask you to try to articulate how they look similar to you. So, here’s my best shot at breaking down the differences.</p><p></p><ul> <li data-xf-list-type="ul">Lanefan frequently and intentionally calls for meaningless checks, just to sabotage his players’ ability to recognize which checks matter and which checks don’t. This is something I would NEVER do.</li> <li data-xf-list-type="ul">When I call for a check, I tell the player what the DC is and what will happen on a success vs. a failure so that they understand what’s at stake and have an opportunity to take precautions to mitigate the risk, such as spending Inspiration. This is something Lanefan would NEVER do.</li> <li data-xf-list-type="ul">I ask that my players describe their actions both in terms of what they hope to accomplish and what their character does in the fiction to try and bring that about (I don’t know if Lanefan does this, but I don’t think he does), and I use that information to determine if a check is needed to resolve that action, and if so, what the DC is. Lanefan sets static DCs for obstacles based on some criteria, I assume his own assessment of how difficult it would be to overcome, and if a player attempts to overcome that obstacle with an action, calls for a check, potentially applying modifiers based on the circumstances and the specifics of their approach.</li> <li data-xf-list-type="ul">I try to design scenarios such that time is a precious resource - either the adventurers are on a clock, or there are checks for random encounters at set intervals (usually once per day or once per hour at base, with the possibility that additional checks will be triggered as a consequence for failure on certain actions), or there’s some other external source of pressure. Lanefan doesn’t always do this (I’m not certain if they ever do or how often).</li> <li data-xf-list-type="ul">If for some reason an action a player attempts doesn’t seem to me to have any source of pressure making time a meaningful cost (which is rare given the above), or another consequence that follows naturally from the fiction, I just narrate success without calling for a roll. If that happens in Lanefan’s game (probably a much more common occurrence, since he does not necessarily design scenarios to have time pressure and also frequently calls for inconsequential rolls to befuddle the players’ understanding of what’s consequential), he calls for a check, and if it fails, he rules that the player can’t attempt that same action again.</li> </ul><p></p><p>I’m sure there’s more, but those are some of the big ones that I can identify off the top of my head.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8280457, member: 6779196"] Actually you know what, [USER=6704184]@doctorbadwolf[/USER] ? That isn’t fair of me. I understand how what [USER=29398]@Lanefan[/USER] and I do is different, you apparently don’t, it doesn’t make sense to ask you to try to articulate how they look similar to you. So, here’s my best shot at breaking down the differences. [LIST] [*]Lanefan frequently and intentionally calls for meaningless checks, just to sabotage his players’ ability to recognize which checks matter and which checks don’t. This is something I would NEVER do. [*]When I call for a check, I tell the player what the DC is and what will happen on a success vs. a failure so that they understand what’s at stake and have an opportunity to take precautions to mitigate the risk, such as spending Inspiration. This is something Lanefan would NEVER do. [*]I ask that my players describe their actions both in terms of what they hope to accomplish and what their character does in the fiction to try and bring that about (I don’t know if Lanefan does this, but I don’t think he does), and I use that information to determine if a check is needed to resolve that action, and if so, what the DC is. Lanefan sets static DCs for obstacles based on some criteria, I assume his own assessment of how difficult it would be to overcome, and if a player attempts to overcome that obstacle with an action, calls for a check, potentially applying modifiers based on the circumstances and the specifics of their approach. [*]I try to design scenarios such that time is a precious resource - either the adventurers are on a clock, or there are checks for random encounters at set intervals (usually once per day or once per hour at base, with the possibility that additional checks will be triggered as a consequence for failure on certain actions), or there’s some other external source of pressure. Lanefan doesn’t always do this (I’m not certain if they ever do or how often). [*]If for some reason an action a player attempts doesn’t seem to me to have any source of pressure making time a meaningful cost (which is rare given the above), or another consequence that follows naturally from the fiction, I just narrate success without calling for a roll. If that happens in Lanefan’s game (probably a much more common occurrence, since he does not necessarily design scenarios to have time pressure and also frequently calls for inconsequential rolls to befuddle the players’ understanding of what’s consequential), he calls for a check, and if it fails, he rules that the player can’t attempt that same action again. [/LIST] I’m sure there’s more, but those are some of the big ones that I can identify off the top of my head. [/QUOTE]
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