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Failing Forward
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6794148"><p>I think my only issue with that example is it is a solo adventure (which is very unique circumstance). But I suppose it still works because even in a regular campaign, you could have players separated by hundreds of miles in different locations and one goes off on his or her own into a dungeon and falls into the pit. </p><p></p><p>My first thought is this might actually be a system issue, because presumably they can keep trying to climb that pit wall. I wouldn't treat that as a one roll or else we accelerate time by two months and you die. But that said, all the things you mention saving the PC, those are things the GM is always free to introduce for any reason. That has nothing to do with him failing the roll on the pit. I am fine with a GM who wants to, deciding that there are locals who hear his cries or denizens of the dungeon who take notice. Those things to me are more about the circumstances surrounding the pit than the roll to climb it or to avoid falling down. What I want from a game is there to be a possibility of falling and taking the full damage from the fall (which in some cases could be lethal) and the possibility of trying to climb a wall and not being able to do so (doesn't mean you can't try again, but for that attempt you don't succeed). Adding in plot complications due to a skill roll, just for me, feels a little odd. I can see why some people do that. I don't think it is bad on its own. It just isn't really how I like to manage these things, unless I can see a clear line from the failure to the development. This is why Pemertons posts are making a lot of sense to me on the subject, because I can really wrap my head around what he is saying Failing Forward brings to the table. It seems to be very well suited for groups that are concerned with the plot or story moving forward in an exciting direction. I can totally see how it does that, and I think it is a good tool if that if is what you want. For me, it feels like the wrong tool in my own campaign.</p><p></p><p>That said, under the right circumstances, I do want there to be a possibility of a character falling into a hole and starving if that is what it seems like ought to be the outcome. I wouldn't sit there and torture the player about it, and I would probably roll randomly to determine if someone happens by to rescue, but I'd certainly consider it a plausible outcome if the player character were sufficiently isolated and trapped.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6794148"] I think my only issue with that example is it is a solo adventure (which is very unique circumstance). But I suppose it still works because even in a regular campaign, you could have players separated by hundreds of miles in different locations and one goes off on his or her own into a dungeon and falls into the pit. My first thought is this might actually be a system issue, because presumably they can keep trying to climb that pit wall. I wouldn't treat that as a one roll or else we accelerate time by two months and you die. But that said, all the things you mention saving the PC, those are things the GM is always free to introduce for any reason. That has nothing to do with him failing the roll on the pit. I am fine with a GM who wants to, deciding that there are locals who hear his cries or denizens of the dungeon who take notice. Those things to me are more about the circumstances surrounding the pit than the roll to climb it or to avoid falling down. What I want from a game is there to be a possibility of falling and taking the full damage from the fall (which in some cases could be lethal) and the possibility of trying to climb a wall and not being able to do so (doesn't mean you can't try again, but for that attempt you don't succeed). Adding in plot complications due to a skill roll, just for me, feels a little odd. I can see why some people do that. I don't think it is bad on its own. It just isn't really how I like to manage these things, unless I can see a clear line from the failure to the development. This is why Pemertons posts are making a lot of sense to me on the subject, because I can really wrap my head around what he is saying Failing Forward brings to the table. It seems to be very well suited for groups that are concerned with the plot or story moving forward in an exciting direction. I can totally see how it does that, and I think it is a good tool if that if is what you want. For me, it feels like the wrong tool in my own campaign. That said, under the right circumstances, I do want there to be a possibility of a character falling into a hole and starving if that is what it seems like ought to be the outcome. I wouldn't sit there and torture the player about it, and I would probably roll randomly to determine if someone happens by to rescue, but I'd certainly consider it a plausible outcome if the player character were sufficiently isolated and trapped. [/QUOTE]
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