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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6783697"><p>Thanks for the bare bones example, that actually helps a lot here. Yes, this is how I am picturing fail forward. The failure is converted into a less than stellar success with some kind of complication that makes things interesting. Is that correct? </p><p></p><p>For me, if you fail your Climb or you Jump roll or whatever it is, you are going to experience the full effects of failure. Now that doesn't mean your trek up the mountain is at end. You could fall into a ravine and make your way up the mountain. It also doesn't mean something interesting won't arise because of the failure. For example it is possible there is something cool at the bottom of the ravine. But I am not assisting the player forward in his pursuit of the pudding. He may fall, decide the damage he took was too much and finding the pudding at this point too risky, at which point he returns to the party at base camp and assesses the situation. Failure to 'complete the adventure' is always a possibility in the game I run. Though failure isn't always things like 'you don't get the pudding' it could be interesting things too, like 'the demons of the infinite mirror pavilion are unleashed upon the kingdom'. But the stakes of failure are always pretty dependent on what is going on.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6783697"] Thanks for the bare bones example, that actually helps a lot here. Yes, this is how I am picturing fail forward. The failure is converted into a less than stellar success with some kind of complication that makes things interesting. Is that correct? For me, if you fail your Climb or you Jump roll or whatever it is, you are going to experience the full effects of failure. Now that doesn't mean your trek up the mountain is at end. You could fall into a ravine and make your way up the mountain. It also doesn't mean something interesting won't arise because of the failure. For example it is possible there is something cool at the bottom of the ravine. But I am not assisting the player forward in his pursuit of the pudding. He may fall, decide the damage he took was too much and finding the pudding at this point too risky, at which point he returns to the party at base camp and assesses the situation. Failure to 'complete the adventure' is always a possibility in the game I run. Though failure isn't always things like 'you don't get the pudding' it could be interesting things too, like 'the demons of the infinite mirror pavilion are unleashed upon the kingdom'. But the stakes of failure are always pretty dependent on what is going on. [/QUOTE]
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