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<blockquote data-quote="ExploderWizard" data-source="post: 6780343" data-attributes="member: 66434"><p>I'm not familiar with Synnibarr at all but original D&D promoted DM flexibility from the beginning. The game was designed primarily around exploration. There wasn't any plot that could go wrong so there wasn't a way for the players to get off track. The track was wherever the players happen to be at the moment. DMs were encouraged to be flexible and fair. There was no brick wall that brought the game to a screeching halt. If a secret door wasn't discovered then the players explored somewhere else. A failure simply meant choosing another path, of which there were many, so the concept of failing forward wasn't needed. </p><p></p><p>This is because failing forward has one requirement that the original game didn't feature, which is defining what "forward" means. </p><p></p><p></p><p></p><p>Not exactly. A character isn't a requirement to role play. You could play a role playing game in which the participants play themselves in an imagined scenario. All you really need to role play is to approach the imagined scenario or game from within your defined role. That may be, and most commonly ends up being, a fictitious character created for the game. </p><p></p><p>The rest is simply defining the nature of that role. FATE is a role playing game. The participants adopt the roles of story tellers from various perspectives. It is the nature of the role that defines the type of game since both traditional rpgs and story focused rpgs feature roles for the players. </p><p></p><p>Stories have a flow, which <em>can</em>be disrupted by failure points, thus there is a need for fail forward mechanics on occasion. The story has a direction and thus a reference point for fail forward.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6780343, member: 66434"] I'm not familiar with Synnibarr at all but original D&D promoted DM flexibility from the beginning. The game was designed primarily around exploration. There wasn't any plot that could go wrong so there wasn't a way for the players to get off track. The track was wherever the players happen to be at the moment. DMs were encouraged to be flexible and fair. There was no brick wall that brought the game to a screeching halt. If a secret door wasn't discovered then the players explored somewhere else. A failure simply meant choosing another path, of which there were many, so the concept of failing forward wasn't needed. This is because failing forward has one requirement that the original game didn't feature, which is defining what "forward" means. Not exactly. A character isn't a requirement to role play. You could play a role playing game in which the participants play themselves in an imagined scenario. All you really need to role play is to approach the imagined scenario or game from within your defined role. That may be, and most commonly ends up being, a fictitious character created for the game. The rest is simply defining the nature of that role. FATE is a role playing game. The participants adopt the roles of story tellers from various perspectives. It is the nature of the role that defines the type of game since both traditional rpgs and story focused rpgs feature roles for the players. Stories have a flow, which [I]can[/I]be disrupted by failure points, thus there is a need for fail forward mechanics on occasion. The story has a direction and thus a reference point for fail forward. [/QUOTE]
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