Play example (sblocked for space). I believe I've used it before so it may be familiar to some folks.
[sblock]
Otthor's player:
He turns to Saerie so she can see his lips. "We have little time before that comes in. Find the dog and bring him back to us. Even if your theory is correct and he is deaf, perhaps its just age. Maybe you can still speak to and understand him as you do with other wild beasts." He points toward the common building. "I'm going there. With that storm, surely we're going to lose the tracks out of this place and to wherever the refugees went. Maybe I can find information on their path there. Besides, we're running low on supplies <he points to her waning quiver> and perhaps I can salvage something there." He pulls the remaining bundle of arrows from his quiver and places them Saerie's own quiver. "We can investigate that cellar in the morning."
He grabs his gear from a nearby table and turns to her again before he sets out. "Don't be alarmed when you see a fire. After I'm done there, I'm going to put the bodies of the poor settlers to rest...and my own mind."
Saerie's player:
I thank Otthor for the help in getting my injured bear-friend settled in and for the quiver-replenishing bundle of arrows. Before he leaves with his ominous last words regarding the fire, I relay my agreement with the plan. I will do everything I can to find the dog and bring her back with me.
I move to the last known spot where I saw the dog; the crest of the hill which overlooks the drop into the settlement. Somewhere beyond the now-open gates is where the the old canine currently lies. Depending on how terrified she was, which may be very, she would be either quite near or quite far. The snow is thick enough here that finding the spot where I last lost sight of her is a triviality. But to track the old girl down may be another thing entirely. The wind is already steadily picking up in the exposed tundra up here. I wrap my scarf over my face and pull my hood up over my head.
Hunt and Track (Wis)
5, 3 + 2 = 10
I follow the creature’s trail until there’s a significant change in its direction or mode of travel. I also determine what caused the trail to end.
GM (Me):
The wind dries your eyes to the point of pain. Your training ensures that you easily pick up the odd lope of the dog, its gait clearly weary, hobbled by age and its recent torment. It must know the territory well as it appears to have made a go for a line of snowdrifts that it could dig into and hide behind as the gusts pick up speed.
When you spot her, she has dug into the side of the drift facing away from the wind. Laboring over the effort, her tongue is out as she is in full pant. She doesn't notice your presence and as you watch her, you can see the fear in her eyes and the hunger betrayed by her gaunt form.
Saerie's player:
I slowly get into her line of sight so as not to startle her. When she sees me, I'll carefully pull out some dried meat from my pack. I'll get down on all fours, assume a non-threatening posture, and entreat her to a free meal, given in good faith.
Parley (Cha)
My leverage is food for the starving dog.
5, 1 - 1 = 5. Fails.
Mark 1 xp
GM (Me):
Her ears perk up. The dog looks interested in your offering. However, if she is deaf she doesn't need ears to perceive the thundering herd of reindeer bearing down on you. She, like you, can feel it in the ground. Your mind is ushered back to the Winter Wolf's words regarding a maddened realm near the two great bodies of water in the highlands where "...herds of reindeer would stampede each other and tear each other, and themselves, to pieces." Whether they're simply running from the fury of the storm that is hot on their tails or deranged creatures intent on your harm is impossible to say at this distance (far, 10 creatures).
The scared dog abruptly bounds out of her carved hole and rushes to your position where she might see the obscured threat. When she sees what is on its way, she tucks her tail between her legs and runs in a circle behind you, looking to you with uncertain eyes.
The reindeer are closing fast.
Saerie's player:
I spend the shortest of moments evaluating the situation. I want to know if this herd is behaving normally or if they look like they're intent on harming us. Also, is the snowdrift a reasonable location to obscure is from the herd if we have to hide.
Discern Realities (Wis)
6, 2 + 2 = 10
3 questions and + 1 forward when acting on the answers.
* What is about to happen?
* What should I be on the lookout for?
* What here is useful or valuable to me?
GM (Me):
1) The herd are bearing down precisely on your position. Its so tringulated that they either want the cover of the drifts, which would be odd, or they're coming after you specifically.
2) A predator behind them that they're running from or absolutely no fear when they near you. If they're of their right minds, these creatures are typically unnerved by humanoids.
3) The drift may just provide you enough cover to hide. The hole she carved out is really your only shot as you don't have enough time to fully carve out your own.
Saerie's player:
Knowing that making a stand out here against that herd would likely be foolhardy, I pick her up and rush to the drift. I widen the hole she made and we both get into it. When we're in, I collapse the roof of the hole, hoping the reindeer didn't spot our escape.
Defy Danger (Dex)
2, 4 + 2 (+1 forward from DR) = 9
Success but hard bargain, worse outcome, or ugly choice.
GM (Me):
In your efforts to hold the struggling dog to get her in the hole, she kicks your quiver which spills the majority of your arrows (leaving you with 1 Ammo remaining). You can gather them and make a stand before the beasts set upon you, or you can sacrifice them and get in your "hidey-hole." Your choice.
Saerie's player:
No question. Get in the hidey-hole with the dog and let the threat pass us by. I cringe when I hear the tell-tale snapping of arrow shafts as the herd tramples them underfoot. We get out when the herd passes fully.
GM (Me):
You've won the trust of the dog. She follows you back to the settlement. Your interactions with her reveal, quite clearly, that she is indeed deaf.
[/sblock]
This is, of course, Dungeon World.
There are lots and lots of dangers that the player is aware of when setting out on this harrowing excursion for the dog:
1) Waning daylight.
2) Frozen wasteland.
3) Looming blizzard on the periphery that could change direction at a moment's notice.
4) A quiver (though recently modestly refreshed) that isn't rich enough in arrows for a protracted skirmish.
5) Saerie is without her injured bear companion.
6) Saerie is down some HPs.
7) A land filled with dangerous creatures that are inexplicably going mad with murderous bloodlust.
8) The dog is terrified and starving...an unpredictable and desperate creatures makes for a dangerous creature.
9) We're already aware of creatures morphing and the PCs have just had an encounter where the ruined town they were seeking is bereft of all life but one dog. The common house was a house of horrors akin to the final scene in Aliens; a gestating abomination hatchery where many/most (?) of the former inhabitants were in pods and changing into something unfathomable...connected to each other and guarded by a sentient mass of tentacles and teeth. They've seen signs of this before in the open tundra (a burst cocoon suspended in a glacial moraine, gore leading off into the wilderness). Abominations obviously lurk in this place.
But the PC in question (Saerie) feels bound (literally - by 2 of her 4 bonds) to track down this terrified, starving, old dog that sprinted out of the common (horror) house when Otthor and Rawr (the other PC and the bear companion) approached and the tentacle mass smashed the front doors into splinters and attacked them. The formerly trapped, now free, dog ran straight out of the settlement.
The PCs knew (a) that deranged, psyche-assailing sounds and images flooded this place, (b) every living thing here is gone or changed...save for this lone dog. So, bound by her duties and yearning for clues, the PC decides to defy all of these potential dangers and set off headlong into the arctic tundra in search of the dog.
Getting into the nuts and bolts of the above sblocked instance of play, there is a specific moment where the conflict is escalated. From there stems a snowballing situation that turns into impactful decision-points. The PC's Parley move with the dog is an outright failure (which, of course, earns her xp). There are many dangers I could have made manifest from this. I could have had the starving dog attack her (Turn the Move Back on Them). I could have had the blizzard suddenly and violently change course, cutting her off from the settlement so that she must find shelter or likely perish from exposure in this frozen wasteland (Reveal an Unwelcome Truth). I could have had a monster (perhaps a hidden tundra yeti) ambush her or a false snow floor swallow her up into a crevasse (Use a Monster, Danger, or Location Move). I could have done any number of things that made sense given all the dangers that lurk in this place.
I chose to introduce the ominous thundering of the maddened reindeer herd (Show Signs of An Approaching Threat). Why? Because it escalates things dramatically and creates an interesting decision-point for the character. Things could snowball very, very badly for the player from this point depending on what they do and how they roll. It also realizes the foreshadowing a did in a prior encounter with a Winter Wolf and his Dire Wolf pack when I made this threat a latent one.
It fails the situation forward. Her intent in this scene is to befriend the dog, get it back to safety, confirm her suspicions (the dog is deaf therefore invulnerable to the psyche-assailing affect happening at World's End Bluff), and attempt to communicate with the dog to find out what happened in the now-ruined settlement (she can speak with animals). If I just kill the dog with a monster or if I make the dog unreachable (either because it fights her to the death because it wants to eat her), then that is a hard failure that makes her intent unrealizable. So I complicate the realization of her intentions with major problems that can quickly turn into mortal ones.
How badly does she want to rescue this dog? She could have made an action declaration that she frightens the dog off in the direction of the herd (creating interference with a death sentence for the dog) and melted into her surroundings (she has a Camouflage move that would have made this trivial for her), evading the oncoming threat of the maddened herd. Nope, she looks for sufficient cover for she and the terrified animal, grabs it, and takes cover in a nearby snow drift. In the desperate scramble, the protesting dog upends her quiver, spilling 2 of her 3 Ammo onto the snow.
Another choice. How much does she want that 2 Ammo? An archer Ranger transiting a deadly frozen wilderness with only 1 Ammo (with no confirmed means nearby to Resupply) is a recipe for disaster in Dungeon World. She can save the arrows but face the herd (and whatever shakes out of that...which would almost surely be a chase scene...with an old, starving dog as a liability...). Or...she can secure the dog and her safety and just deal with the unfortunate ammo deficiency.
- There is no railroad here.
- The player has agency going in to the conflict (awareness of the dangers and the stakes) and agency during the conflict to affect the trajectory of the scene. Increased specificity in action declarations (or my own increased demands for specificity on those action declarations) and intensified, discrete resolution of micro-component-parts of each action declaration (requiring several more rolls rather than effectively abstracting things by saying "yes" because we aren't focusing on non-thematic, conflict-neutral, minor actions whose resolution might lead to tedium and pace-atrophy), and process-sim rendering of fallout by the GM (the dog hates/attacks you is the only possible outcome of a failed Parley with Leverage as food for the starving canine) wouldn't have increased player agency.
- Narrative momentum never stalls and a dynamic scene which could have borne itself in any number of ways depending on differing Player Moves, resolution of those Moves, and corresponding GM Moves. This scene could have ended with:
a) PC death
b) dog death or at least the resource/asset being lost to the PC
c) player getting lost in the frozen wilderness with or without the dog
d) player being stuck out in the blizzard with or without the dog
e) player's resources (HPs, Ammo, Adventuring Gear, Rations, general gear/weapons including her cold weather gear which protects her from having to Defy Danger from the elements) becoming utterly diminished (instead of just partially) for the future adventure/journey
f) discovering something interesting or terrible about the highlands setting/mysteries.
The dog could have met an unceremonious end out on the frozen tundra. Or it could have become Rations for the PCs in a barren wilderness where foraging is an impossibility. Or it could have been just another dog (not a point of interest for the PCs). Instead, this dog became a dear, hobbit-like companion for the PCs and a linchpin for the game's future.
That is how proficient use of the Fail Forward technique and (coherent, high-utility but low complexity) system work together to achieve their intended result - snowballing, "play to find out what happens" emergent story and player agency dynamically affecting the trajectory.