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<blockquote data-quote="Imaro" data-source="post: 6782614" data-attributes="member: 48965"><p>I'm going to disagree here... I think the key words in Morrus's definition that you might be missing are... "failing and stopping the game..." so it's not that the PC's don't fail, it's that they don't both fail and said failure stops the game (so they can actually fail... it just shouldn't stop the game), personally I would rather design my adventures with multiple paths for the goals of the PC's... but since I am not omniscient and my players can throw me for a loop at times I am not adverse to using fail forward as a tool in my DM toolbox... with the caveat of it being a last resort unless we are playing a game that encourages or has rules for it. I also think that yes, it has the potential to be a railroad but it doesn't inherently create one... no more that pre-planning inherently forces a railroad along what has been pre-planned.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6782614, member: 48965"] I'm going to disagree here... I think the key words in Morrus's definition that you might be missing are... "failing and stopping the game..." so it's not that the PC's don't fail, it's that they don't both fail and said failure stops the game (so they can actually fail... it just shouldn't stop the game), personally I would rather design my adventures with multiple paths for the goals of the PC's... but since I am not omniscient and my players can throw me for a loop at times I am not adverse to using fail forward as a tool in my DM toolbox... with the caveat of it being a last resort unless we are playing a game that encourages or has rules for it. I also think that yes, it has the potential to be a railroad but it doesn't inherently create one... no more that pre-planning inherently forces a railroad along what has been pre-planned. [/QUOTE]
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