Manbearcat
Legend
- Bob (PC) wants pudding.
- Mount Pudding has pudding at its peak.
- Bob therefore summits Mount Pudding (action) to retrieve said pudding (intent).
A game where the technique of Fail Forward is deployed puts the retrieval of the pudding as the reference-point by which the fictional results of action-resolution are anchored/contextually framed. As Bob attempts to summit Mount Pudding, whenever Bob's player fails a roll involved with the physical effort to summit Mount Pudding, the GM changes the situation. However, the GM does not do so by solely referencing the causal logic chain of the action undertaken, say, a failed hazard navigation check:
Bob, you fall into the crevice (with whatever mechanical result)!
They may do that if it is sufficient to create an interesting setback to the retrieval of said pudding. However, the GM may also change the situation by tying the setback directly to the retrieval of said pudding. Failed hazard navigation? Crap:
Bob, you barely escape disaster by grabbing the edge of the crevice before you fall down into the deep dark (!)...but the leather strap holding your Pudding Divining Rod to your belt tears free and you hear the awful sound of it clanging off the rock as it cascades down...down...down (oh no!). You going down after it or do you think you can find that dastardly evasive pudding without it?
The latter is Fail Forward. Action succeeds (Bob evades the hazard) while intent is compromised/complicated (retrieval of said pudding).
Quoting the original example as a refresher as things seem to be going wobbly.
Further, as is usual in these conversations, people bring in facets of their own internalizations (typically regarding system and technique and how the two combined impact player agency) but we don't get down to the bare essentials of those internalizations (and how they create a complete divergence of mental frameworks between one person and another). Getting to the roots of these internalizations through play anecdote examination seems so much more helpful.
Along those lines, I'm going to again point out this play example which entailed failed hazard navigation and defying danger to avoid falling into a glacial crevasse that I posted above. The navigation of the wintry wasteland could easily be Mount Pudding. Saerie could easily be Bob. Her coin purse could easily be the Pudding Diving Rod and the dog could be Bob's dog or something else Bob cares about/needs (such as taking HP damage but not outright falling).
Also along these lines, I'm going to ramble about the level of discrete resolution and process simulation required to promote adequate (subjective) player agency while simultaneously not brutally bogging down play with tedious rolls where nothing of consequence happens OR the odds of simulating the actual event is virtually impossible (due to compound probability).
Let us say I'm making an RPG about playing the game of basketball. How many abilities/attributes/skills (what have you) do I need? Consider the following anecdote of play...
- I'm at the three point line, right elbow, halfway between the baseline and the top of the key.
- I have a teammate in the low right block, a teammate on the opposite elbow and teammates on both baselines.
- The defense is playing man to man so I have a guy heads-up on me and someone is guarding everyone above.
What do I need (from a PC build perspective) to give myself adequate agency here at this moment of time on the court?
1 - Basketball IQ/funadentals?
2 - Left hand handle (proficiency to navigate traffic while dribbling)
3 - Right hand handle (oftentimes one is dominant and this affects many things)
4 - A discrete jumpshot stat for both range and where I am on the floor (eg deep vs mid-range, top-of-key vs elbow vs baseline)?
5 - First step?
6 - Lateral quickness/change of direction?
7 - Leap?
8 - Stop and pop (the ability to take a few hard dribbles and immediately stop, elevate and shoot)?
9 - Draw and dish (the ability to break down the defense, draw a double team, find the open man, and accurately pass it)?
The component parts are frigging limitless (and rather discrete). This doesn't even get into other areas of play...just this one particular anecdote.
Further, what does the system need (from a resolution mechanics and GM technique/principal perspective) in order to (a) synthesize with my agency from PC build while (b) creating (interesting/fun/dynamic) outcomes that make sense within the game of basketball.
If I pump fake to get the defender off balance, do I roll basketball IQ/fundamentals? vs his (whatever). If I win do I get to choose whether I go left or right? If I lose what then? A turnover of some kind...maybe I travel or he steals the ball? What if its a tweener roll? Does the GM get to change the situation and narrow my options? GM: He plays the jump shot, but keeps his defensive poise enough to play your left hand...if you shoot or dribble left, you take n penalty.
Then what? Do I make a dribbling roll? Say I win and I've beaten my man...how is it determined if a help defender leaves their man to come and double team me. What if I want to cross-over and split the double team? Another check? Etc, etc.
At what point is the agency adequate? We abstract an absurd amount of combat information to expedite play. Martial actors in a physical combat would be effecting a half a dozen (if not more) discrete contents in one exchange. But we "roll to hit", "hack and slash", "combat", etc. Why isn't it enough to frame the scene, build a dice pool/roll a d20 + mod that sensibly leverages resources that would be in play, "roll basketball", and resolve the micro-conflict (a turn I suppose) of "do I make a successful basketball play here?"
And why shouldn't there be all sorts of dynamic results that come out of that exchange? If I'm driving to the rim to break down the defense, dozens of outcomes could happen. Among the outcomes required to dynamically represent the game of basketball include equipment failures or court issues. I might literally "blow a tire" (I've torn through the side of my shoe on more than one occasion when making a dynamic cut), or I could slip on a bad spot in the court (either wet or the floor wasn't treated properly in this location), or I could knock knees with the defender due to incidental contact (or clumsiness by the defender) and suddenly I've lost the ball (and am on the floor in pain). This kind of stuff happens to proficient basketball players. The same stuff happens to world-class proficient climbers. They loose their equipment for all kinds of reasons (and they certainly aren't trying to!)...even in moments when crisis isn't up in their face and they're trying to navigate a fissure that has just suddenly opened in their immediate vicinity!
Is it mandatory that every system have a discrete procedure for systematizing the content generation of equipment-related or entropy-related snafus lest they never, ever arise during play (they arise all the time in real life and I don't feel that my agency is inhibited or outright rendered null!)? This can't be handled as part of the basic resolution mechanics + GMing principles (a la Dungeon World)?