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Failing Forward

How do you feel about Fail Forward mechanics?

  • I like Fail Forward

    Votes: 74 46.8%
  • I dislike Fail Forward

    Votes: 26 16.5%
  • I do not care one way or the other

    Votes: 9 5.7%
  • I like it but only in certain situations

    Votes: 49 31.0%

Plausible and interesting aren't mutually exclusive though. Given the right circumstances, it is both plausible and interesting to either fall into the ravine or drop one's divining rod in instead of falling. I certainly wouldn't choose to make a failure condition implausible and interesting. No more than I would choose to make a failure condition plausible and uninteresting.

Certainly they are not. But they can be, and often are. More importantly though, if your stakes are always Interesting and Plausible, that does establish a pattern people pick up on (just as if your stakes are always Dramatic and Entertaining, players will notice over time). I want the pattern I establish to be one that is focused on making the world feel concrete. Again I don't avoid interesting or entertaining things, but I don't want to affix that to my stake setting process.

Again, if it works for you, that is great. I certainly encourage you do use this tool. It doesn't sound like a tool that would be all that useful to me based on what you are saying.
 

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Certainly they are not. But they can be, and often are. More importantly though, if your stakes are always Interesting and Plausible, that does establish a pattern people pick up on (just as if your stakes are always Dramatic and Entertaining, players will notice over time). I want the pattern I establish to be one that is focused on making the world feel concrete. Again I don't avoid interesting or entertaining things, but I don't want to affix that to my stake setting process.

I value outcomes always being interesting (even if it sucks for the characters) because it's a game we're playing and I find that uninteresting things is not a good use of my free time. Thus I endeavor to maximize interesting things occurring during the game. I strive to make sure they are plausible too and follow the fiction.

Again, if it works for you, that is great. I certainly encourage you do use this tool. It doesn't sound like a tool that would be all that useful to me based on what you are saying.

As it appears there is no convincing you, will you indulge me with a couple of questions as an aside? I find there is often a correlation between rejecting particular approaches and embracing others. I'm curious if that's the case here.

1. Do you tend to ask for a lot of checks in your game? In other words, if something a player says sounds like it could be a "skill check," do you ask for it? Or do you consider whether a check is required given the fictional situation?

2. Do you ever make rolls for the players to try and minimize the chances of them "metagaming" by seeing a low die result and hearing a questionable narration by the DM then asking to repeat the task? If you don't do this, do you employ a kludge such as not allowing retries?

Edit: 3. Do your players ask to make "skill checks" in your game?

4. Which is the game you play the most?
 
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if all fail forward is is setting the stakes, or setting them a particular way, I'm not really sure I grasp what it is. But by manbearcat's example, there is clearly an implied apparent stake to the failed roll (you fall down the ravine). That is the threat everyone discerns going into the roll. What seems to be happening is the actual stake (the side step) is that falling down the ravine was never really a potential outcome because what is really on the table is losing your divining rod. To me that reads like, the GM is altering the stakes to suit the drama of the situation and keep things going forward, when a more standard reading of a failed roll would be falling. True, he may have set those stakes in advance, but it is still a bit of a sidestep because he is circumventing the obvious outcome of the failed roll for a more dramatically appropriate one
I've started with this passage in my response to some of the recent posts, because I think it is key.

In a "fail forward" game, the table understands that the result of a failed climb check need not be falling. So it is not the case that "the threat everyone discerns going into the roll" is that the PC will fall; it may well be that the threat everyone perceives is that the PC will lose his/her diving rod.

In Burning Wheel, the official rules state that the GM must clearly set the stakes in advance of the player rolling the dice. In the GM's advice, Luke Crane notes that in his own game he often doesn't do this, and establishes failure consequences only if required to by a failed roll. He goes on to say that this is OK at his table, because his players trust him and he has a good rapport with them and they tend to have a shared sense of what is really at issue in the fiction. But he reiterates that the official rule is a good rule.

At my table, I tend to play more like Luke Crane does, than in accordance with what he says. Which is to say, I often leave the consequences of failure unstated but implicit in the shared sense of what is going on in the ingame situation. Like Luke's players, my players trust me and we have a good shared rapport based on many, many years of RPGing together. When my players are contemplating some course of action for their PCs, and putting together suites of abilities to build dice pools (in BW) or get bonuses (in 4e) they will often speculate about the evil consequences I might inflict on them for a failed roll. They don't generally assume that it will simply be falling down the ravine, if the Climb check is failed.

Failing a climb roll involves the person climbing failing to climb. It can be no progress or a fall. Dropping a divining rod is failing to hold on to it, not failing to climb. Falling into the ravine and dropping the rods are full effects for failure, but they are full effects of failure for two completely different things.
In my opinion, mechanics should almost always test what they are intended to test. Climbing should test you climbing. Failure should involve that test. Failing to climb or falling.
Well, this relates to the issue I posted about not too far upthread (maybe a page or two). Different games have different rules.

In AD&D, for instance, as in Moldvay Basic, there are clear rules for what a failed climb check by a thief PC amounts to: namely, falling.

But in 4e, there is no pre-defined consequence for a failed Athletics check in the context of a skill challenge.

And in Burning Wheel, the rules expressly provide that, when a check is failed, the GM is able to ascertain the failure by reference either to intent, or to task, and is encouraged to place the emphasis on intent.

In Burning Wheel, and even moreso in "free descriptor" type games like Marvel Heroic RP, HeroWars/Quest, and the like, having a good Climb score doesn't just mean that your PC is a good climber. It means that, when you declare actions for your PC that involve climbing, you are more likely to get what you want. The flipside is that, when you fail such an action, you don't get what you want and the GM instead narrates you failing to get what you want. This may or may not involve failing to climb, depending how important the climbing, per se, was to what you wanted. However exactly the failure is narrated by the GM, the mechanics are testing what they were intended to test: namely, by declaring an action involving climbing, you are testing the chances of the PC getting what s/he wants with a higher likelihood than if the action involved (say) fighting (on the assumption that your PC is a better climber than warrior).

In [MENTION=6696971]Manbearcat[/MENTION]'s Mt Pudding example, climbing is just a means to the end of getting pudding, and so narrating a loss of the divining rod - which makes the prospects of getting pudding very bleak - is more significant than simply narrating a failure to climb (= a fall down the ravine).

Would you say my other points conflict with Fail Forward in any way: 2) A sense of the world being separate form the players they are exploring and 3B) the players desire to be in a story
On 3B: if the players really are indifferent to issues of pacing, dramatic tension/momentum, etc, then "fail forward" seems less likely to be useful as a technique. If the players delight in Gygaxian dungeon crawling, with all its puzzle solving and mapping and beating the wandering monster clock, then I'm not sure "fail forward" has anything to offer at all.

On 2: as I've posted upthread, I think there is no particular connection between "fail forward" and shared narration of backstory between players and GM. However, "fail forward" clearly implies that the GM will establish stakes and narrate consequences having regard to the dramatic and thematic concerns of the players (as evinced by their play of their PCs). Thus, if the player chooses to have his/her PC scale Mt Pudding in quest of pudding, narration of failures will likely be framed in some sort of relation to that goal. (Eg as losing the pudding diving rod.)

If the players truly want the GM to narrate the gameworld, and consequences, without regard to these sorts of dramatic concerns, then "fail forward" would seem in appropriate.

My personal view is that without any regard at all is actually a very stringent condition which I think few RPG games satisfy - look, for instance, at Gygax's city encounter tables in his DMG and I think you will see they are constructed with a very high degree of regard for likely dramatic concerns (eg that PCs should encounter interesting adversaries). But there are matters of degree here, and "fail forward" is a technique in which the GM makes it blatant that the gameworld is being narrated having regard to dramatic concerns.

For instance - to go back to one of my actual play examples - when I narrate the mace as being carried down the stream out of the cave and to the base of the keep, where the servants doing the laundry find it, no one at the table is under any illusion that I rolled for that result on the "maces dropped into cavern streams" table. They know that I narrated this because (i) it gave effect to the failure of the PC who tried to fish the mace out of the stream, and (ii) it increased the stakes for the other two PCs who were dealing with the servants, because one of them was the PC who wanted the mace and the other was the PC who had promised to help him get the mace.

If players don't like having that sort of knowledge about how the GM decided to introduce content into the gameworld, then "fail forward" won't work for them.

You mention the players setting the stakes. Can you elaborate on this? That may be another major point of divergence. One of my big gripes with skills like Diplomacy in 3E was that players sometimes used them to set the stakes or direct the outcomes (i.e. "I use Diplomacy to get to the princess to marry me" where the player is framing the consequences of a successful roll rather than allowing the GM to do so....the wording can lead the GM to believe that a successful roll must result in the princess saying yes to marriage, even if the character in question simply wouldn't' or couldn't do that). It took me a while to figure out why this bothered me, but eventually that seemed like the cause.
In the games that use "fail forward" that I've been referencing - eg BW, some approaches to 4e, HW/Q, MHRP - the GM has ultimate authority when it comes to framing a check.

But the players contribute to setting the stakes in various ways. Eg in choice of skill to roll - Climbing vs Navigation when climbing Mt Pudding will likely involve different fictional contexts for failure, which results in different outcomes (diving rod down the ravine vs . . . ? [MENTION=6696971]Manbearcat[/MENTION] is better than me at wilderness stuff). In BW there are other aspects to building dice pools eg players can augment by bringing in related skills, or by helping one another, but this changes the fiction and so changes the stakes. And by stating an intent for the roll ("I want to get that pudding at the top of Mt Pudding!) the player also helps establish the stakes.

With your princess example, I think there are at least two issues: (i) the overall fictional context doesn't make it sufficiently clear whether or not this is a valid action declaration (eg is it too much like "I flap my arms and fly to the moon", which for most contexts will not be a permissible action declaration), especially because D&D tends not to like a single check governing months or years of activity, which is a more typical time it takes to woo someone for marriage than a single roguish wink; (ii) D&D doesn't really provide much context or support for adjudicating the consequences of a successful marriage proposal to a princess. (There are some obvious exceptions: eg OA, or 4e as part of the paragon tier. I'm sure name level AD&D could handle it too.)

The latter tends to make GMs worry that marrying the princess will somehow break the game. In games with more robust mechanics for handling social and political elements, marrying the princess is more likely to be just another ingame event like acquiring a Heward's Handy Haversack, which can be accommodated and built on without breaking the game.
 

I value outcomes always being interesting (even if it sucks for the characters) because it's a game we're playing and I find that uninteresting things is not a good use of my free time. Thus I endeavor to maximize interesting things occurring during the game. I strive to make sure they are plausible too and follow the fiction.

That seems totally reasonable to me. If that is what you like, then that is what you ought to do.



As it appears there is no convincing you, will you indulge me with a couple of questions as an aside? I find there is often a correlation between rejecting particular approaches and embracing others. I'm curious if that's the case here.

I don't think we are here to convince each other of anything (I am not trying to persuade you toward my style of play for example). I am just trying to understand what Failing Forward means and give a clear reply based on that to the OP.

I will happily answer your questions but I am prepping for a session tonight so I have to be quick and may not put as much thought into them as I'd like;

1. Do you tend to ask for a lot of checks in your game? In other words, if something a player says sounds like it could be a "skill check," do you ask for it? Or do you consider whether a check is required given the fictional situation?

I wouldn't use the language "fictional situation" but I don't honestly know what "a lot" means to you in this situation. I ask for Skill rolls when they seem relevant and the outcome seems uncertain. So if the player wants to make a cup of coffee, I'd hold off asking for a roll and just allow it. If he was making a cup of coffee while bandits were attacking his house, then I'd probably ask for a roll. The biggest factors when I decide if a character needs to roll for something is probably the character's skill level, the difficulty of the task (at a certain point of routineness it can be silly to ask for rolls) and the particular conditions in the situation.

2. Do you ever make rolls for the players to try and minimize the chances of them "metagaming" by seeing a low die result and hearing a questionable narration by the DM then asking to repeat the task? If you don't do this, do you employ a kludge such as not allowing retries?

Metagaming I usually handle as a separate issue, but as a matter of preserving their experience of the world, I may in fact roll certain things secretly (for example when they use the Divination, I make that secret (because if if they know whether they succeeded or not, they know the reliability of their divination reading).

Edit: 3. Do your players ask to make "skill checks" in your game?

I am sure they do from time to time, but mostly they just say what they are trying to do and I tell them if a skill roll is required.

4. Which is the game you play the most?

I design my own games, so I play those the most (just as a matter of principle I don't want to put out games I am not actually playing). Skill based game with dice pools. When I have time for other games, I am open to most any system. Most recently I played Shadows over Esteren. Before that it was Savage Worlds. I played a bit of GURPS not too long ago and ran a 3E campaign as well. I also mixed it up pretty regularly trying a one shot sunday a month (we played Gumshoe, Dragon Age, etc). I play 2E when I can get enough people to be on board, and had a pretty good 1E campaign (where I was a player) fairly recently. Been interested in getting into a 5E game when I have the opportunity. I would say, when I am not playing my own system, it often comes down to who is GMing, but we'll play whatever the person running it is most excited about (in my experience the GM being interested in the system is a big factor in a game's success at the table).
 

My personal view is that without any regard at all is actually a very stringent condition which I think few RPG games satisfy - look, for instance, at Gygax's city encounter tables in his DMG and I think you will see they are constructed with a very high degree of regard for likely dramatic concerns (eg that PCs should encounter interesting adversaries). But there are matters of degree here, and "fail forward" is a technique in which the GM makes it blatant that the gameworld is being narrated having regard to dramatic concerns.

It is the blatancy of it that I am keying in on. Definitely all things in games are a matter of degree and at which point you notice them. I would agree that you can stack encounter tables with some hope that interesting things arise from them (they are not purely meant as reality simulators). I use Grudge tables largely for this reason. So I am not talking about a game where it is meant to feel barren of excitement. But what excitement and drama we do experience i want to feel as organic and natural as possible without it interfering with that sense that the world is solid, concrete and not bending to accommodate a sense of momentum or purpose. So what I do want is for plenty of rolls to just be able to whiff and produce a flat effect in terms of 'momentum/progress'. Basically I think I want to feel like if I solved a mystery or chased down a bandit, it was due to a combination of my skill puzzling through things, my characters abilities and circumstances. I wouldn't want to feel like I was always going to be able succeed simply because my character had set it as an important goal.
 

With your princess example, I think there are at least two issues: (i) the overall fictional context doesn't make it sufficiently clear whether or not this is a valid action declaration (eg is it too much like "I flap my arms and fly to the moon", which for most contexts will not be a permissible action declaration), especially because D&D tends not to like a single check governing months or years of activity, which is a more typical time it takes to woo someone for marriage than a single roguish wink; (ii) D&D doesn't really provide much context or support for adjudicating the consequences of a successful marriage proposal to a princess. (There are some obvious exceptions: eg OA, or 4e as part of the paragon tier. I'm sure name level AD&D could handle it too.)
.

I mentioned marrying the princess because we've had marriages in two of my recent campaigns. I was picturing more of a scenario where the player character asks the princess to marry him out of the blue and my point was I would certainly not the player to be able to use the skill to set that sort of outcome when there is no logical in game reason for her to say yes. I'd much rather the player tell me he asks the princess to marry him and I decide if a roll is warranted or not based on what is going on.

I should say, I am not at all worried about the princess marriage breaking the game. I could see that playing out just fine in my campaign. My only concern is whether she would plausibly say yes (and for that to be the case, I'd expect there to be some prior relationship or connection, something that makes the PC a suitable husband for a princess,etc). I wouldn't want it to come down to a skill roll on its own. But I would be happy to go that direction if she would have reason to say yes.
 

And, just for funsies, failing in the way some would advocate versus failing forward (as I would present it) might look like this:

PC: "Would you do me the honor of being my wife?"
GM (believing the outcome to be uncertain): Let's see a Persuasion check.
PC: *rolls* Only an 8.
GM: "I shall not do you this honor," she says coldly. What do you do?

versus

PC: "Would you do me the honor of being my wife?"
GM (believing the outcome to be uncertain): Let's see a DC 20 Persuasion check. If you succeed, she will accept your proposal. If you fail, she will accept your proposal, but with a cost.
PC: *rolls* Only an 8.
GM: "I would take you as my husband," she says genuinely, "But only if you can prove your bravery by slaying the dragon that plagues our realm." What do you do?
 

And, just for funsies, failing in the way some would advocate versus failing forward (as I would present it) might look like this:

PC: "Would you do me the honor of being my wife?"
GM (believing the outcome to be uncertain): Let's see a Persuasion check.
PC: *rolls* Only an 8.
GM: "I shall not do you this honor," she says coldly. What do you do?

versus

PC: "Would you do me the honor of being my wife?"
GM (believing the outcome to be uncertain): Let's see a DC 20 Persuasion check. If you succeed, she will accept your proposal. If you fail, she will accept your proposal, but with a cost.
PC: *rolls* Only an 8.
GM: "I would take you as my husband," she says genuinely, "But only if you can prove your bravery by slaying the dragon that plagues our realm." What do you do?

This is clarifying for me. I would much rather base the outcome on the princess' personality and motives. Asking for some additional task is probably something she would have thought of before hand and just been part of the package from the beginning. The only time I'd ask for a roll in that situation is if it is unclear to me whether she'd say yes or no to that particular character. A character who just walks up to a princess and asks for her hand, isn't going to get a persuasion check, he's probably going to get detained if he isn't careful.

Provided the player character is suitable for the princess, she would have an interest, and I am clear on all those things, I would not ask for a roll and just give her answer based on her personality. If there were some question (the player character has something in his background that raises doubts or he has an ugly mug), then I'd ask for the roll mainly to see how she reacts. Now I might well have there be a catch. But it isn't going to be a product of a skill roll. It is going to be tied to the characters. That would be a separate thing. Unless she were scheming and saw an opportunity there (i.e. he failed the roll and she wasnt persuaded, but this is clearly an idiot she can manipulate for her own purposes).

For example I had the prospective father in law ask for the character to prove his worth. He left it somewhat open for the character to decide how he would do that; just wanting to test the young man to see if he was worthy of his daughter. However that guy was somewhat unorthodox and wild (for him he enjoyed toying with the PC as well). I had one father in law "test" the character's kung fu, and even one potential bride who insisted on fighting the PC. Another more grounded potential father in law, might just ask some probing questions about the player character's background, aspirations and family. He would likely also check any of the details the player presented.
 

This is clarifying for me. I would much rather base the outcome on the princess' personality and motives. Asking for some additional task is probably something she would have thought of before hand and just been part of the package from the beginning. The only time I'd ask for a roll in that situation is if it is unclear to me whether she'd say yes or no to that particular character. A character who just walks up to a princess and asks for her hand, isn't going to get a persuasion check, he's probably going to get detained if he isn't careful.

Provided the player character is suitable for the princess, she would have an interest, and I am clear on all those things, I would not ask for a roll and just give her answer based on her personality. If there were some question (the player character has something in his background that raises doubts or he has an ugly mug), then I'd ask for the roll mainly to see how she reacts. Now I might well have there be a catch. But it isn't going to be a product of a skill roll. It is going to be tied to the characters. That would be a separate thing. Unless she were scheming and saw an opportunity there (i.e. he failed the roll and she wasnt persuaded, but this is clearly an idiot she can manipulate for her own purposes).

For example I had the prospective father in law ask for the character to prove his worth. He left it somewhat open for the character to decide how he would do that; just wanting to test the young man to see if he was worthy of his daughter. However that guy was somewhat unorthodox and wild (for him he enjoyed toying with the PC as well). I had one father in law "test" the character's kung fu, and even one potential bride who insisted on fighting the PC. Another more grounded potential father in law, might just ask some probing questions about the player character's background, aspirations and family. He would likely also check any of the details the player presented.

You will note that the GM in the example has determined that the outcome is uncertain, meaning that the player's stated goal and approach for the character does not succeed outright, nor does it fail outright, based on all the fictional circumstances unmentioned in the example. If the roll is good, the character achieves the goal. If the roll is bad, the character achieves the goal, but...
 

You will note that the GM in the example has determined that the outcome is uncertain, meaning that the player's stated goal and approach for the character does not succeed outright, nor does it fail outright, based on all the fictional circumstances unmentioned in the example. If the roll is good, the character achieves the goal. If the roll is bad, the character achieves the goal, but...

I was just going by the text provided, which looked like the princess hadn't given it much thought ("what do you do?") and it was just a product of the roll. If that isn't the case and this stuff is part of a bigger context where the player has been wooing her and it isn't this out of the blue proposal, I'd certainly go more with the first approach. Though again, I wouldn't rule out there being conditions (they just wouldn't be tied to that roll if they were to exist).
 

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