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Failing Forward
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<blockquote data-quote="Celebrim" data-source="post: 6777197" data-attributes="member: 4937"><p>I disagree with this statement. Typically I see fail forward being applied in a game at the level of a scene, usually in games with explicit bangs and scene framing, and as such doesn't apply to single die rolls but to the overall outcome of the scene. Fail forward requires that regardless of whether the player wins the stakes of the scene, the consequence of failure is another scene. Regardless of success or failure, the story always advances forward and it never gets stuck.</p><p></p><p>This can work if we don't know what the experience is going to be at the end and we aren't invested in it. You can create one or more episodes where the character has highs and lows but life continues on. I just don't think that sort of slice of life story is actually the genera normally people are trying to replicate in an RPG.</p><p></p><p>In my opinion, most attempts at this technique applied to a traditional RPG narrative invariably hit situations where failure tends to be mere color, because they are invested in the outcome. Mystery novels end with the mystery solved. Heroic stories end with the villain defeated. Ironically, fail forward tends to be implemented by people who want to have heroic story telling, but in my opinion undermines this goal by delivering a story that has the transcript of a heroic story but not the experience of being in one. Indeed, I'd say that too many Indy games have falling in the trap of focusing on transcript production over experience of play. If your game is significant time discussing the transcript you want to create, you are probably doing something wrong. To put it a different way, most players want the experience of cribbing in the choices their character makes on the pages of an infinite choose your own adventure book. They don't want the experience of writing those pages. The more the game starts to resemble the process of writing a choose your own adventure book, the more it starts to resemble the process of collaborative script production and the less it captures the experience of actually reading the book or watching the movie. Whether that is fun or not is a matter of taste, but I don't think it is the experience people - often even the RPG designer themselves - set out to create.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6777197, member: 4937"] I disagree with this statement. Typically I see fail forward being applied in a game at the level of a scene, usually in games with explicit bangs and scene framing, and as such doesn't apply to single die rolls but to the overall outcome of the scene. Fail forward requires that regardless of whether the player wins the stakes of the scene, the consequence of failure is another scene. Regardless of success or failure, the story always advances forward and it never gets stuck. This can work if we don't know what the experience is going to be at the end and we aren't invested in it. You can create one or more episodes where the character has highs and lows but life continues on. I just don't think that sort of slice of life story is actually the genera normally people are trying to replicate in an RPG. In my opinion, most attempts at this technique applied to a traditional RPG narrative invariably hit situations where failure tends to be mere color, because they are invested in the outcome. Mystery novels end with the mystery solved. Heroic stories end with the villain defeated. Ironically, fail forward tends to be implemented by people who want to have heroic story telling, but in my opinion undermines this goal by delivering a story that has the transcript of a heroic story but not the experience of being in one. Indeed, I'd say that too many Indy games have falling in the trap of focusing on transcript production over experience of play. If your game is significant time discussing the transcript you want to create, you are probably doing something wrong. To put it a different way, most players want the experience of cribbing in the choices their character makes on the pages of an infinite choose your own adventure book. They don't want the experience of writing those pages. The more the game starts to resemble the process of writing a choose your own adventure book, the more it starts to resemble the process of collaborative script production and the less it captures the experience of actually reading the book or watching the movie. Whether that is fun or not is a matter of taste, but I don't think it is the experience people - often even the RPG designer themselves - set out to create. [/QUOTE]
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