The effects thus described are pretty meta, though, and I wonder how that fits with the "character immersion" agendas?
Put water in the bottom of the pit, and the character will be immersed.

The effects thus described are pretty meta, though, and I wonder how that fits with the "character immersion" agendas?
I think you mean "the player(s)" rather than "the PC(s)". The PC is dead, so anything (s)he might have learned is pretty much moot...
The effects thus described are pretty meta, though, and I wonder how that fits with the "character immersion" agendas?
The DM knows the capabilities of the party (and players). If he created a situation where the PCs only have one way in or out of something, that's his fault.
If you've read the thread, fail forward can have nothing directly to do with the roll at hand. Like the rod falling out of the backpack as the result of a failed climb check.
Whereas unless it is directly related to the task at hand, those things will not be used as part of a roll. I can and do use them elsewhere, though.
I think if you read the original post you may find that it wasn't a climb check. I am reasonably confident of this because the system noted was Dungeon World, and that doesn't have climb checks, as such.If you've read the thread, fail forward can have nothing directly to do with the roll at hand. Like the rod falling out of the backpack as the result of a failed climb check.
Along with the "Laugh at this post" button, we really could do with a "Groan at this post" button...Put water in the bottom of the pit, and the character will be immersed.![]()
I think if you read the original post you may find that it wasn't a climb check. I am reasonably confident of this because the system noted was Dungeon World, and that doesn't have climb checks, as such.
My "point", to the extent that I have one, is that you have expounded at great length concerning how you don't see that dropping a piece of equipment is connected with "climbing", when:Utterly irrelevant. Threads evolve and OP has no control over where the thread goes. Climb checks entered this thread a loooooooong time ago. What's your point?
If you've read the thread, fail forward can have nothing directly to do with the roll at hand. Like the rod falling out of the backpack as the result of a failed climb check.
Just a real quick aside (I should get some kind of medal for this brevity):
Failure = for player to meet or exceed resolution mechanic target (eg difficulty class, # of dice needing a 3+) and for character to realize their intent, sometimes at all and sometimes merely in the way they hoped to.
Forward = referencing narrative momentum and the pace of play.
Upthread I posted a play example of my own game where the PCs were undergoing a perilous journey across a glacial wasteland to reach a hobgoblin stronghold (to resupply, gather intel, and parlay). Failed scout check led to a scene where the dogsled fell partially through the false floor of a glacial crevasse. One of the PCs ended up falling into an underground river. Play was transitioned to two separate scenes:
1) The PCs that made it out made it to Earthmaw's front door.
2) The PC at the bottom of the drink was emptied out in the utter darkness of Earthmaw's basement garbage chute. He was down some HPs, soaked to the bone/freezing to death, and being stalked by two predators (which were the hobgoblin dragon-sorcerer king's pets) in the pitch black. But he is at Earthmaw!
That is fail forward.