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Failing Forward
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<blockquote data-quote="Maxperson" data-source="post: 6793293" data-attributes="member: 23751"><p>I agree with his disagreement and your agreement with it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> </p><p></p><p>I'm coming at this from my perspective, not trying to say that it's the only way to do things.</p><p></p><p></p><p></p><p>Right. It's not success with a cost or fail with a cost. That particular cost is there no matter what. All that remains is whether the attempt was successful or not, and neither I nor my players want to always succeed. Failure and reassessment should be an option.</p><p></p><p></p><p></p><p>See, we would rather the failure be a failure and then perhaps decide to have Grok kick down the door. The action still moves forward with that failure, but the failure didn't equal a success. </p><p></p><p></p><p></p><p>Value is added. The ability to fail is an added value. As is the added worry that comes over having to now kick open the door, which is something the PCs KNOW makes a lot of noise. The drama shifts.</p><p></p><p></p><p></p><p>I disagree. Later on when in the tavern, the PCs can tell the story of the deaf orcs who were so drunk (or whatever_ that they couldn't hear a door being kicked in right down the hall. It is all part of the story, not just action.</p><p></p><p></p><p></p><p>I think realism is interesting and fun. The most interesting option is not always going to be the best one. Which option is best depends on circumstances, the players, and realism (realism is not mirroring reality).</p><p></p><p></p><p></p><p>Other options = fail forward, though. Just not in the same way as failing and picking the lock anyway. I haven't seen a DM just have an outright failure with no other way to succeed since I was in high school and shortly after and we just didn't know better. That's why I say that there are two types of fail forward. The type where if you fail, the action moves forward down another path, and the type where if you fail you succeed anyway and add in a cost. I love the former and use it constantly, but rarely use the latter.</p><p></p><p></p><p></p><p>Right, and for a bunch of us, that believable and immersive world is a necessary part of the story, so it does further it well.</p><p></p><p>Your post was very good by the way.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 6793293, member: 23751"] I agree with his disagreement and your agreement with it. :P I'm coming at this from my perspective, not trying to say that it's the only way to do things. Right. It's not success with a cost or fail with a cost. That particular cost is there no matter what. All that remains is whether the attempt was successful or not, and neither I nor my players want to always succeed. Failure and reassessment should be an option. See, we would rather the failure be a failure and then perhaps decide to have Grok kick down the door. The action still moves forward with that failure, but the failure didn't equal a success. Value is added. The ability to fail is an added value. As is the added worry that comes over having to now kick open the door, which is something the PCs KNOW makes a lot of noise. The drama shifts. I disagree. Later on when in the tavern, the PCs can tell the story of the deaf orcs who were so drunk (or whatever_ that they couldn't hear a door being kicked in right down the hall. It is all part of the story, not just action. I think realism is interesting and fun. The most interesting option is not always going to be the best one. Which option is best depends on circumstances, the players, and realism (realism is not mirroring reality). Other options = fail forward, though. Just not in the same way as failing and picking the lock anyway. I haven't seen a DM just have an outright failure with no other way to succeed since I was in high school and shortly after and we just didn't know better. That's why I say that there are two types of fail forward. The type where if you fail, the action moves forward down another path, and the type where if you fail you succeed anyway and add in a cost. I love the former and use it constantly, but rarely use the latter. Right, and for a bunch of us, that believable and immersive world is a necessary part of the story, so it does further it well. Your post was very good by the way. [/QUOTE]
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