Jabborwacky
First Post
It should be a standard entry in almost any modern tabletop RPG, the only exception being something like the Gumshoe system that eliminates the need for it almost entirely.
It's just that, in a general sense, the GM owes it to the players to know what's going on in the background. The GM needs to be able to answer those sorts of questions, should they arise, in order to maintain consistency; if the players suspect that the GM doesn't actually know anything, then they are likely to lose confidence that everything is consistent, and that can really undermine enjoyment of the game as a whole.
It seems intuitive to me that you would need a singular authority - that actually knows everything going on behind the scenes - to avoid contradiction. Of course, that could just be one of those personal biases talking.Well, if you feel the GM needs to assign a "truth value" to all that kind of thing, go right ahead - but it's certainly not required in order to maintain consistency. Universalis has rules to maintain consistency, and that doesn't even have a GM.
It should be a standard entry in almost any modern tabletop RPG, the only exception being something like the Gumshoe system that eliminates the need for it almost entirely.
It seems intuitive to me that you would need a singular authority - that actually knows everything going on behind the scenes - to avoid contradiction. Of course, that could just be one of those personal biases talking.
I'd be interested in seeing how Universalis handles this sort of thing. Oddly, I have never even heard of the game.
An RPG is neither of those things.
Good thought, and it wouldn't shock me if you were more than somewhat correct; but I would caution against over-generalizing. In my experience, the best indicator of which playstyle a person wants is how well they internalize the rules of the game (besides the ones that get them excited about their specific characters.) Bearing in mind that there IS a personal cost for internalizing these rules, i.e. the amount of time spent out of game thoughtfully reading about relatively dry system maths, I would say that for most players this is a simple cost/benefit exercise: is the benefit of interacting directly with the rules system worth the effort of learning the rules?2) I wonder whether the styles that players like are affected by their Myers-Briggs type, maybe? Specifically this bit about whether you Judge or Perceive extrovertedly? This is nothing more than speculation, obviously, but it feels as if it might have some bearing - would be interesting to test it empirically. My own tendency is to Perceive Introvertedly and Judge Extrovertedly; this might explain wanting the world model inside my head rather than coming from the GM, but being happy to find out what happens collaboratively. If you were of the opposite tendency, I'm guessing the collaborative establishment of the situational parameters would feel more natural, but the democratisation of the outcome would feel less so, maybe?
It seemed apt to me; glad you agree!"Mouth feel" is a nice way to put it - as an enjoyer of wine I can relate to that! It also relates to taste, which seems appropriate, and I can say that, for me, GM-fed world model seems like a rather crude, un-nuanced sense of taste (and sight, and hearing...)
True, but the term "Fail Forward" rather strongly implies the narration has to be somehow beneficial to the PCs; which is untrue. Hence my use of the added terms "Fail Sideways" and "Fail Backward". Your example with the mace is an interesting conflation of two of these: it's fail-backward for PC #1 and ultimately fail-forward for PC #2."Fail forward" isn't an alternative to failure, and moreso, therefore, isn't a way of guaranteeing success. It's a particular method of narrating the result of a failed check. It's a way of giving effect to failure.
Wouldn't that be "Succeed Backward"? The task in question succeeded, thus there is no failure; but with poor results.I think [MENTION=6696971]Manbearcat[/MENTION] gave a good example of a "fail forward" mechanic that is not degrees of success/failure: namely, task succeeds but intent fails.
Again it comes down to the use of the word "forward", and some DMs taking it to mean "continuing on track".I think these posts evince a fairly fundamental misunderstanding of "fail forward" as a technique. It has nothing to do with keeping the game "on track" or the GM deciding that something "HAS to happen in a specific way".
All quite true.These aren't predetermined outcomes. They're more-or-less spontaneous responses to, and riffs on, the evolving in-game situation.
There is a connection here between "fail forward" and the (mostly but not completely tangential) discussion about player vs GM world-building. "Fail forward" is a GM-side technique. It's about the GM maintaining control over scene-framing and narration, because the player - in failing to succeed on a check - did not acquire the authority to stipulate the content of the ingame situation. But GM control over narration and backstory isn't - under any definition I'm familiar with - equivalent to railroading. It's just the GM doing his/her job within a fairly traditional assignment of RPG responsibilities.
That depends on the DM, of course. Some have their worlds (or specific parts of them) more fleshed out than others. If for example I've already drawn out a map of Town X and determined what is in each building, and there isn't a hat shop, I'm not going to put one in just because it'd be handy for someone at the time. But if the party goes to Town Y that I haven't done much more than give a name to I'll just dream up the odds of a) there being a hat shop, and b) of the PCs being able to easily find it, and roll some dice.The contrast with "adventure design" should be fairly clear: adventure design is about establishing a secret backstory; whereas "fail forward" depends upon a readiness to create new backstory in order to narrate meaningful consequences for failure that maintain narrative dynamism - such as the curse on the angel feather, or the trip wire on the secret door.
But to again draw the link to the world-building discussion in this thread - this is not the players building the world. It is the GM building the world, in response to players' declared actions and the results of player dice rolls.
Now here I agree, as long as all involved keep in mind that the DM can veto anything the player dreams up if it clashes with her own ideas for how things work in her world.@Neonchameleon has also, many times, refuted this claim. Even in this thread he has made the point that player narration can be a key technique for maintaining in-character immersion, because it ensures that the character is able to act as someone who actually inhabits the gameworld rather than being a stranger in it.
The "forward" isn't about beneficial to the PC. It's about maintaining dynamism or momentum. (Which, given some reasonable assumptions about the preferences of players and GM playing in a game using this technique) is beneficial to the players at the table.True, but the term "Fail Forward" rather strongly implies the narration has to be somehow beneficial to the PCs; which is untrue.
This sort of GMing approach is not really consistent with "fail forward". If you want to use "fail forward" techniques, you have to be ready to spontaneously invent new elements of backstory (new magical effects - eg curses and spirits of mountain streams; new NPCs, or new NPC motivations; new tripwires; new haberdashers; etc).That depends on the DM, of course. Some have their worlds (or specific parts of them) more fleshed out than others. If for example I've already drawn out a map of Town X and determined what is in each building, and there isn't a hat shop, I'm not going to put one in just because it'd be handy for someone at the time.
Yep, I think this sort of simultaneous playing of character and invention of campaign backstory is very common in RPGing. In my experience, for a lot of players it's part and parcel of increasing their immersion in and involvement with their PC - not an obstacle to that at all.Now here I agree, as long as all involved keep in mind that the DM can veto anything the player dreams up if it clashes with her own ideas for how things work in her world.
I make stuff up about my characters all the time. Some of it even sees the light of play - I'll usually run the basics by the DM first to make sure he's cool with it but sometimes the run of play needs something *now* and away we go.
An example: a PC I'm currently playing is a Magic-User from that world's equivalent to the Roman Empire. Once she'd stuck around long enough for me to care I made up her life's story; including getting some field experience in the Legions (this is where she gets her somewhat unyielding sense of order and discipline from) before beginning her adventuring career. Up until then Hestia (the empire) hadn't ever had formal Legions...but it does now, with the DM's approval. And ever since I've been boring people with my "back when I was in the Legions..." stories!