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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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="pemerton" data-source="post: 6789452" data-attributes="member: 42582"><p>I'm not really sure of the point is of all this parsing of goals, sub-goals, overall failures, sub-failures, etc.</p><p></p><p>In the example being discussed, the player's action declaration for his her PCs is that s/he climbs the mountain, motivated by the desire to get the pudding at the top, and carrying his/her trusty divining rod for the purpose of finding the pudding once the mountain has been summited.</p><p></p><p>If the PC gets to the top but in no condition to easily find the pudding (due to loss of the rod, or some damage to her senses, or because pudding thieves have got their first and taken the pudding), then things are not unfolding for the PC as the player (both in the real world, and in character) desired them to. I think this is the fundamental point that [MENTION=97077]iserith[/MENTION] has been reiterating.</p><p></p><p>That is the sort of <em>failure</em> that is salient in games that emphasise "fail forward" as a technique. That there another sense in which the PC succeeded ("You lost your rod, and you're half-blind and freezing, but at least you're at the top!") is really neither here-nor-there.</p><p></p><p>If, for whatever reason (eg a desire to correlate action resolution methods with ingame causal processes, as evinced by [MENTION=6803870]grendel111111[/MENTION] in discussing the lock-picking and rain example), a group does not want the GM's narration of failure to focus on these sorts of goal/motivation-oriented consequences, and instead wants stakes to be set rather tightly simply in virtue of the skill or ability made, perhaps even as part of the skill definition (see eg the traditional D&D thief abilities), then that's fine for them.</p><p></p><p>But that doesn't mean that there is no sense of <em>failure</em>, <em>goal</em>, etc which is not readily identifiable and serviceable for use in "fail forward"-style games. The player (and his/her PC) wanted the PC to be in situation X. The check failed. So the GM narrates the PC into situation Y instead. That's failure, a failure of the PC (and player) to get what was wanted. The fact that situations X and Y share some elements in common doesn't change that.</p><p></p><p>(In classic D&D player situations X and Y share some elements in common too: the thief might have fallen down the ravine, but s/he won't have dropped his/her stuff.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6789452, member: 42582"] I'm not really sure of the point is of all this parsing of goals, sub-goals, overall failures, sub-failures, etc. In the example being discussed, the player's action declaration for his her PCs is that s/he climbs the mountain, motivated by the desire to get the pudding at the top, and carrying his/her trusty divining rod for the purpose of finding the pudding once the mountain has been summited. If the PC gets to the top but in no condition to easily find the pudding (due to loss of the rod, or some damage to her senses, or because pudding thieves have got their first and taken the pudding), then things are not unfolding for the PC as the player (both in the real world, and in character) desired them to. I think this is the fundamental point that [MENTION=97077]iserith[/MENTION] has been reiterating. That is the sort of [I]failure[/I] that is salient in games that emphasise "fail forward" as a technique. That there another sense in which the PC succeeded ("You lost your rod, and you're half-blind and freezing, but at least you're at the top!") is really neither here-nor-there. If, for whatever reason (eg a desire to correlate action resolution methods with ingame causal processes, as evinced by [MENTION=6803870]grendel111111[/MENTION] in discussing the lock-picking and rain example), a group does not want the GM's narration of failure to focus on these sorts of goal/motivation-oriented consequences, and instead wants stakes to be set rather tightly simply in virtue of the skill or ability made, perhaps even as part of the skill definition (see eg the traditional D&D thief abilities), then that's fine for them. But that doesn't mean that there is no sense of [I]failure[/I], [I]goal[/I], etc which is not readily identifiable and serviceable for use in "fail forward"-style games. The player (and his/her PC) wanted the PC to be in situation X. The check failed. So the GM narrates the PC into situation Y instead. That's failure, a failure of the PC (and player) to get what was wanted. The fact that situations X and Y share some elements in common doesn't change that. (In classic D&D player situations X and Y share some elements in common too: the thief might have fallen down the ravine, but s/he won't have dropped his/her stuff.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
Top