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<blockquote data-quote="Jhaelen" data-source="post: 6776058" data-attributes="member: 46713"><p>All right, that changes just about everything I was going to write.</p><p></p><p>As outlined by Morrus, 'fail forward' seems to be a concept to solve a problem that a well designed adventure presented by an experienced GM should never have. I simply don't design adventures in a way that they're grinding to a halt if a skill check doesn't succeed. If the players are at a loss how to continue with an adventure, there's always other things to do, other clues to follow. I realize it's a common problem of 'official' adventure modules, though.</p><p></p><p>Umbran's understanding, however, describes exactly why it's never a problem in my games, i.e. apparently I've already internalized the concept. Imho, it's a lot easier to avoid the problem when playing homebrew adventures in a homebrew setting because then the GM is basically omniscient and has (or should have) a very clear vision about the grand scheme of things. The 'worst' that can happen is if the players are trying a totally unexpected approach, catching the GM completely unprepared. But that's a different topic.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6776058, member: 46713"] All right, that changes just about everything I was going to write. As outlined by Morrus, 'fail forward' seems to be a concept to solve a problem that a well designed adventure presented by an experienced GM should never have. I simply don't design adventures in a way that they're grinding to a halt if a skill check doesn't succeed. If the players are at a loss how to continue with an adventure, there's always other things to do, other clues to follow. I realize it's a common problem of 'official' adventure modules, though. Umbran's understanding, however, describes exactly why it's never a problem in my games, i.e. apparently I've already internalized the concept. Imho, it's a lot easier to avoid the problem when playing homebrew adventures in a homebrew setting because then the GM is basically omniscient and has (or should have) a very clear vision about the grand scheme of things. The 'worst' that can happen is if the players are trying a totally unexpected approach, catching the GM completely unprepared. But that's a different topic. [/QUOTE]
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