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.
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="Imaro" data-source="post: 6799459" data-attributes="member: 48965"><p>Quick question... so 4e sets the stakes for the consequences of a failed climb check, correct? If so, how does fail forward work here? If I as a player have read the rules and know that damage is the consequence of a failed check, do you as DM still reserve the right to create additional/other consequences... such as the alerting of the guards? If so as DM should you let me as a player know about these added consequences or should any and all "reasonable" consequences be expected... or, and this just occurred to me, is this type of thing best established before the game starts... perhaps in pre-discussion around DM/Player responsibility.</p><p></p><p>Honestly I have no problem with the concept of FF and believe one of my favorite games right now, Numenera, uses it very well. Why? Because in Numenera the DM has the option to create an intrusion (basically a complication he made up) but must in exchange offer the player XP... additionally the player can choose to spend XP in order to cancel the intrusion if he feels he doesn't want whatever complication is offered up happening to his character. I like this design because it gives the player a say so in whether this complication is something he wants to experience with his character (no guessing games on the part of the GM), but at the same time uses a limited resource (so you don't run into a situation where every complication is avoided by a particular player) to create a real decision point for the player around what is or isn't the type of complications he/she wants their character to experience. See for me this type of mechanic preserves player agency, avoids the problem of the DM's idea on what is exciting or cool being dominant while still allowing the GM to utilize the fail forward mechanic creatively.</p></blockquote><p></p>
[QUOTE="Imaro, post: 6799459, member: 48965"] Quick question... so 4e sets the stakes for the consequences of a failed climb check, correct? If so, how does fail forward work here? If I as a player have read the rules and know that damage is the consequence of a failed check, do you as DM still reserve the right to create additional/other consequences... such as the alerting of the guards? If so as DM should you let me as a player know about these added consequences or should any and all "reasonable" consequences be expected... or, and this just occurred to me, is this type of thing best established before the game starts... perhaps in pre-discussion around DM/Player responsibility. Honestly I have no problem with the concept of FF and believe one of my favorite games right now, Numenera, uses it very well. Why? Because in Numenera the DM has the option to create an intrusion (basically a complication he made up) but must in exchange offer the player XP... additionally the player can choose to spend XP in order to cancel the intrusion if he feels he doesn't want whatever complication is offered up happening to his character. I like this design because it gives the player a say so in whether this complication is something he wants to experience with his character (no guessing games on the part of the GM), but at the same time uses a limited resource (so you don't run into a situation where every complication is avoided by a particular player) to create a real decision point for the player around what is or isn't the type of complications he/she wants their character to experience. See for me this type of mechanic preserves player agency, avoids the problem of the DM's idea on what is exciting or cool being dominant while still allowing the GM to utilize the fail forward mechanic creatively. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Failing Forward
Top