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Failing Forward
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<blockquote data-quote="The Crimson Binome" data-source="post: 6778093" data-attributes="member: 6775031"><p>It's similar, but distinct. "Yes, then" or "Yes, and" are primarily concerned with player <em>ideas</em>, and Fail Forward is primarily concerned with action resolution. </p><p></p><p>The former exists because you want players to feel creative in what they want to do, even if they have to invent new aspects of the world in order to do so. <em>"Yes, there is a haberdasher in town, and it's currently on fire - better hop to it!"</em></p><p></p><p>The latter exists so you don't paint yourself into a corner, in situations where creativity isn't sufficient. <em>"You can't find any secret passages in the cave, even though you have strong reason to believe that there is one, but you do see a big burly warrior who you might be able to interrogate." </em></p><p></p><p>Both ideas exist to encourage creativity and prevent railroading, and both require compromising the integrity of the story in order to do so, but they vary in the degree to which players can shape the outcome. Some people might be okay with the latter, in extreme circumstances to prevent everything grinding to a halt, even if the former is too distasteful to consider.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6778093, member: 6775031"] It's similar, but distinct. "Yes, then" or "Yes, and" are primarily concerned with player [I]ideas[/I], and Fail Forward is primarily concerned with action resolution. The former exists because you want players to feel creative in what they want to do, even if they have to invent new aspects of the world in order to do so. [I]"Yes, there is a haberdasher in town, and it's currently on fire - better hop to it!"[/I] The latter exists so you don't paint yourself into a corner, in situations where creativity isn't sufficient. [I]"You can't find any secret passages in the cave, even though you have strong reason to believe that there is one, but you do see a big burly warrior who you might be able to interrogate." [/I] Both ideas exist to encourage creativity and prevent railroading, and both require compromising the integrity of the story in order to do so, but they vary in the degree to which players can shape the outcome. Some people might be okay with the latter, in extreme circumstances to prevent everything grinding to a halt, even if the former is too distasteful to consider. [/QUOTE]
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