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<blockquote data-quote="ExploderWizard" data-source="post: 6777896" data-attributes="member: 66434"><p>To each of these situations it is perfectly acceptable to say " OK what do you do now?" </p><p></p><p>"The BBEG flees? Great! He actually fears us and knows that he can indeed be defeated." [The party doesn't know that the minion had a magical key or else would have taken it so they wouldn't react to that.]</p><p></p><p>" Hmm... he seems to have fled through that door that we can't open. We aren't in the best shape to chase him right now anyhow being very low on magic. Lets go back to town and hit the library at the mages guild. There may be a map of this place there somewhere. Perhaps we can figure out where that door leads and if there is another way to reach that area from the other side." </p><p></p><p></p><p>Here the players hit what looked like a literal brick wall. Instead of banging their heads against it until it gave way, they thought of pursuing options that kept them focused on their goal. The important part was that they did it on their own without the DM pushing them through that wall. </p><p></p><p>If the party really was that out of magic then this "failure" was actually a blessing in disguise. They would likely not be in good enough shape to face BBEG right here and now anyway. The only reason fail forward would make any sense to use here is if the DM had decided that he/she wanted the big boss fight here and now, and darn it, it was GOING to happen no matter how bad the PCs goofed. </p><p></p><p>This would then lead to the inevitable showdown that the PCs might likely lose, being out of magic. What then? Have them keep failing forward and somehow manage to beat the BBEG at some sort of cost? </p><p></p><p>How long do the marionette strings stretch? When do the players get a voice in the outcome of of their own choices? </p><p></p><p>The dark side failing forward is. The more you use it, the more that you have to KEEP using it. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>It was not my intent to judge what others find to be fun. If listening to stories is the desired goal and everyone is enjoying themselves then have at it. </p><p></p><p></p><p></p><p>In a game powered by the imagination there are no corners, and the game can always go on until the participants desire to stop. Even death can't stop the game. New PCs are rolled up and play continues. </p><p></p><p>It is only when you have a predetermined course of events and/or ending in mind prior to play can these corners bring the game to a standstill.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6777896, member: 66434"] To each of these situations it is perfectly acceptable to say " OK what do you do now?" "The BBEG flees? Great! He actually fears us and knows that he can indeed be defeated." [The party doesn't know that the minion had a magical key or else would have taken it so they wouldn't react to that.] " Hmm... he seems to have fled through that door that we can't open. We aren't in the best shape to chase him right now anyhow being very low on magic. Lets go back to town and hit the library at the mages guild. There may be a map of this place there somewhere. Perhaps we can figure out where that door leads and if there is another way to reach that area from the other side." Here the players hit what looked like a literal brick wall. Instead of banging their heads against it until it gave way, they thought of pursuing options that kept them focused on their goal. The important part was that they did it on their own without the DM pushing them through that wall. If the party really was that out of magic then this "failure" was actually a blessing in disguise. They would likely not be in good enough shape to face BBEG right here and now anyway. The only reason fail forward would make any sense to use here is if the DM had decided that he/she wanted the big boss fight here and now, and darn it, it was GOING to happen no matter how bad the PCs goofed. This would then lead to the inevitable showdown that the PCs might likely lose, being out of magic. What then? Have them keep failing forward and somehow manage to beat the BBEG at some sort of cost? How long do the marionette strings stretch? When do the players get a voice in the outcome of of their own choices? The dark side failing forward is. The more you use it, the more that you have to KEEP using it. It was not my intent to judge what others find to be fun. If listening to stories is the desired goal and everyone is enjoying themselves then have at it. In a game powered by the imagination there are no corners, and the game can always go on until the participants desire to stop. Even death can't stop the game. New PCs are rolled up and play continues. It is only when you have a predetermined course of events and/or ending in mind prior to play can these corners bring the game to a standstill. [/QUOTE]
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