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<blockquote data-quote="iserith" data-source="post: 6785042" data-attributes="member: 97077"><p>Correct.</p><p></p><p></p><p></p><p>You are, if you are arguing that anyone advocating fail forward as a technique is suggesting that the GM narrate a result that doesn't follow in the fiction. It seems like you did exactly that.</p><p></p><p></p><p></p><p>You don't have to be a klutz or an incompetent butterfingers, as you say, to drop something. What I'm saying is that if it has been established that your character is specifically not those things - perhaps you're a rogue that can juggle daggers and is fastidious about securing his gear - then dropping the rod may not follow in the fiction. Some other cost or complication might apply better.</p><p></p><p></p><p></p><p>More often than not, but not always. Sometimes the stakes are self-evident based on the context up to that point.</p><p></p><p></p><p></p><p>I'm not exactly sure what you mean by the "on-the-fly decision making." The GM is making a decision on the spot as to the uncertainty of the player's goal and approach and coming up with the stakes (ideally in my view) prior to the roll. Is that what you mean?</p><p></p><p></p><p></p><p>Which is my position. I believe reasonable specificity should be garnered by the GM from the players when it comes to stating a goal and approach. "I search for traps" isn't adequate. By what means? Where? How much time do you spend on it? etc.</p><p></p><p></p><p></p><p>If you're nowhere near the thing you're searching for, you likely fail outright, no roll. The outcome is not uncertain.</p><p></p><p></p><p></p><p>You, the player, have eliminated the possibility of finding the trap because you were not in the fictional position to find it.</p><p></p><p></p><p></p><p>Control of a player's decisions by someone other than the player (typically the GM) in a way that violates the social contract. You decided to search for the trap or climb the ravine. The GM gets to say how that turns out, sometimes using mechanics and dice to determine an outcome. The GM didn't decide that you searched for traps or climbed the ravine.</p><p></p><p></p><p></p><p>It shouldn't because "whatever" is "whatever the goals of play for that game are."</p><p></p><p></p><p></p><p>I think you're conflating slowing down the unfolding narrative with slowing down gameplay. Which is not to say it slows down the game play at all. It's not a matter of debate when people are acting in good faith, just simple page-setting.</p></blockquote><p></p>
[QUOTE="iserith, post: 6785042, member: 97077"] Correct. You are, if you are arguing that anyone advocating fail forward as a technique is suggesting that the GM narrate a result that doesn't follow in the fiction. It seems like you did exactly that. You don't have to be a klutz or an incompetent butterfingers, as you say, to drop something. What I'm saying is that if it has been established that your character is specifically not those things - perhaps you're a rogue that can juggle daggers and is fastidious about securing his gear - then dropping the rod may not follow in the fiction. Some other cost or complication might apply better. More often than not, but not always. Sometimes the stakes are self-evident based on the context up to that point. I'm not exactly sure what you mean by the "on-the-fly decision making." The GM is making a decision on the spot as to the uncertainty of the player's goal and approach and coming up with the stakes (ideally in my view) prior to the roll. Is that what you mean? Which is my position. I believe reasonable specificity should be garnered by the GM from the players when it comes to stating a goal and approach. "I search for traps" isn't adequate. By what means? Where? How much time do you spend on it? etc. If you're nowhere near the thing you're searching for, you likely fail outright, no roll. The outcome is not uncertain. You, the player, have eliminated the possibility of finding the trap because you were not in the fictional position to find it. Control of a player's decisions by someone other than the player (typically the GM) in a way that violates the social contract. You decided to search for the trap or climb the ravine. The GM gets to say how that turns out, sometimes using mechanics and dice to determine an outcome. The GM didn't decide that you searched for traps or climbed the ravine. It shouldn't because "whatever" is "whatever the goals of play for that game are." I think you're conflating slowing down the unfolding narrative with slowing down gameplay. Which is not to say it slows down the game play at all. It's not a matter of debate when people are acting in good faith, just simple page-setting. [/QUOTE]
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