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<blockquote data-quote="grendel111111" data-source="post: 6792216" data-attributes="member: 6803870"><p>This is an excellent article, it gives clear examples and clears up some misunderstandings right up until the last paragraph. Then suddenly it turns into "if you don't play the game my way you are wrong." </p><p>Honestly when presenting a style of play it is important to see that it is just that. <u>A</u> way to play the game, not <u>THE</u> way to play the game. It is not "not doing your job", if you use a different style to failing forward. </p><p></p><p>Also if he is worried about the DM doing his job why did he put the entire nights game behind a hidden door with a DC of 20 to find it? That is an idiot move to start with.</p><p></p><p>For me the biggest "fail" (Note that I use " " because it is a style difference) in the examples, is how they are presented to the players. If you roll x this will happen, if you roll y that will happen... now roll.</p><p></p><p>Here is an example of 2 ways of presenting the same situation to the players (both using fail forward):</p><p></p><p>Situation: The characters want to get to the other end of a corridor, It has collapsed in the middle and is blocked by rubble. The characters decide to dig out the corridor so they can get to the other side.</p><p></p><p>Approach 1: The corridor is filled with rubble and the roof is clearly unstable. You need to make a Str (Athletics roll) to clear the rubble. The DC is 15 and you can have 1 person help you. On a successful roll you clear the rubble but on a fail you clear the rubble but some of the roof falls and hits you so you will lose a healing surge (or what ever penalty).</p><p></p><p>Approach 2: The corridor is filled with rubble and the roof is clearly unstable. You need to make a Str (Athletics roll) to clear the rubble. The DC is 15 and you can have 1 person help you. (at this point the characters my decide to prop up the corridor as they go, using mining skills to aid in their clearing of the rubble, but we assume that they don't for this example) On making the roll they will find out the out come. Will they make it through? Will rubble fall and injure someone? Will the whole corridor fall in forever blocking their way? Will one of them get trapped under falling beams? (The DM knows that on a failed roll they will clear the rubble but some of the roof falls and hits them so they will lose a healing surge (or what ever penalty).</p><p></p><p>Approach 1 kills the tention. As soon as it is announces they know they will make it through, but might lose a resource. Approach 2 keeps the tension high. They don't know the outcome until the action is completed. As a player I far prefer this way.</p></blockquote><p></p>
[QUOTE="grendel111111, post: 6792216, member: 6803870"] This is an excellent article, it gives clear examples and clears up some misunderstandings right up until the last paragraph. Then suddenly it turns into "if you don't play the game my way you are wrong." Honestly when presenting a style of play it is important to see that it is just that. [U]A[/U] way to play the game, not [U]THE[/U] way to play the game. It is not "not doing your job", if you use a different style to failing forward. Also if he is worried about the DM doing his job why did he put the entire nights game behind a hidden door with a DC of 20 to find it? That is an idiot move to start with. For me the biggest "fail" (Note that I use " " because it is a style difference) in the examples, is how they are presented to the players. If you roll x this will happen, if you roll y that will happen... now roll. Here is an example of 2 ways of presenting the same situation to the players (both using fail forward): Situation: The characters want to get to the other end of a corridor, It has collapsed in the middle and is blocked by rubble. The characters decide to dig out the corridor so they can get to the other side. Approach 1: The corridor is filled with rubble and the roof is clearly unstable. You need to make a Str (Athletics roll) to clear the rubble. The DC is 15 and you can have 1 person help you. On a successful roll you clear the rubble but on a fail you clear the rubble but some of the roof falls and hits you so you will lose a healing surge (or what ever penalty). Approach 2: The corridor is filled with rubble and the roof is clearly unstable. You need to make a Str (Athletics roll) to clear the rubble. The DC is 15 and you can have 1 person help you. (at this point the characters my decide to prop up the corridor as they go, using mining skills to aid in their clearing of the rubble, but we assume that they don't for this example) On making the roll they will find out the out come. Will they make it through? Will rubble fall and injure someone? Will the whole corridor fall in forever blocking their way? Will one of them get trapped under falling beams? (The DM knows that on a failed roll they will clear the rubble but some of the roof falls and hits them so they will lose a healing surge (or what ever penalty). Approach 1 kills the tention. As soon as it is announces they know they will make it through, but might lose a resource. Approach 2 keeps the tension high. They don't know the outcome until the action is completed. As a player I far prefer this way. [/QUOTE]
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