Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaro" data-source="post: 6784680" data-attributes="member: 48965"><p>Eh, I'm staring to see where I have issues with this approach as well... mainly with causality and narrative control. </p><p></p><p>So because I didn't succeed at climbing... the DM now gets to create consequences which, while they may follow from the fiction can be unrelated to the fact that I failed at a climbing check... Looking at this from the perspective of a player... I want my consequences to flow organically from what I did or did not accomplish with my rolls. Why? Because that's the character I built... either I'm a great climber and this is one of those rare mishaps everyone suffers at some point... or I'm not that good at climbing and I knew that when I tried this, either way my character messed up climbing. What my character isn't known for are his fumbling fingers, so why am I suddenly a butterfingers or so incompetent I didn't tie down my divining rod? This approach also makes it difficult for consistency in knowing (at least in general) what the results of failing at something will be. </p><p></p><p>As a player I'd also wonder just how far these consequences can go, which was part of my objection to the earlier example where failing to find a trap while searching for it suddenly put me in the position of having activated the trap itself... I'm loosing agency here both in my character's actions and in the narrative of my character itself.</p><p></p><p>As a DM... for me it does feel kinda railroady since I am inventing what I want to happen on the fly... How do I guarantee that I not push towards the outcome I want and/or what I find fun, interesting, etc? The other side of that question being, how do I know what I find interesting or entertaining for other people's characters is what they also find entertaining or enjoyable at that moment? In the climbing example, what if a player would have preferred falling into the crevice below and taking his chances with whatever denizen was down there... if he survived? It also seems like in failing forward, regardless of the scenery of the path... the path still leads to the top of the mountain, which also feels kind of railroady... I won't go so far as to say it leads to a railroad... but I will say I can see where one can get that impression from.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6784680, member: 48965"] Eh, I'm staring to see where I have issues with this approach as well... mainly with causality and narrative control. So because I didn't succeed at climbing... the DM now gets to create consequences which, while they may follow from the fiction can be unrelated to the fact that I failed at a climbing check... Looking at this from the perspective of a player... I want my consequences to flow organically from what I did or did not accomplish with my rolls. Why? Because that's the character I built... either I'm a great climber and this is one of those rare mishaps everyone suffers at some point... or I'm not that good at climbing and I knew that when I tried this, either way my character messed up climbing. What my character isn't known for are his fumbling fingers, so why am I suddenly a butterfingers or so incompetent I didn't tie down my divining rod? This approach also makes it difficult for consistency in knowing (at least in general) what the results of failing at something will be. As a player I'd also wonder just how far these consequences can go, which was part of my objection to the earlier example where failing to find a trap while searching for it suddenly put me in the position of having activated the trap itself... I'm loosing agency here both in my character's actions and in the narrative of my character itself. As a DM... for me it does feel kinda railroady since I am inventing what I want to happen on the fly... How do I guarantee that I not push towards the outcome I want and/or what I find fun, interesting, etc? The other side of that question being, how do I know what I find interesting or entertaining for other people's characters is what they also find entertaining or enjoyable at that moment? In the climbing example, what if a player would have preferred falling into the crevice below and taking his chances with whatever denizen was down there... if he survived? It also seems like in failing forward, regardless of the scenery of the path... the path still leads to the top of the mountain, which also feels kind of railroady... I won't go so far as to say it leads to a railroad... but I will say I can see where one can get that impression from. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
Top