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General Tabletop Discussion
*TTRPGs General
GM techniques (especially for non-combat challenges/resolution)
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<blockquote data-quote="chaochou" data-source="post: 7512457" data-attributes="member: 99817"><p>Yes. Although the 'taxes some resource' is - I think - secondary. The main thing is that if the GM has a story to tell, the only way to fail forward is by the GM telling you more story. Because in that style of game the GM is the only one <em>authorised </em>to tell a story.</p><p></p><p>Which leads to this kind of play: succeed - get told a story. Fail - get told a story.</p><p></p><p>The details of the story might change (or the GM opts for a simple life and the differences are just colour). Either way, since the player has no knowledge or control over it they can sit on the fairground ride and watch the show.</p><p></p><p></p><p></p><p>I'd say it's fairly ineffective. In the GM-sided game being posited it cheats the player(s) of the 'challenge' of finding a way to 'succeed' while simultaneously revealing that the PCs destination is pre-determined anyway.</p><p></p><p></p><p></p><p>Absolutely. In this context 'fail forward' works brilliantly... and the point of my initial post was to reach the point where this distinction had been clearly drawn out.</p><p></p><p>Job done! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="chaochou, post: 7512457, member: 99817"] Yes. Although the 'taxes some resource' is - I think - secondary. The main thing is that if the GM has a story to tell, the only way to fail forward is by the GM telling you more story. Because in that style of game the GM is the only one [I]authorised [/I]to tell a story. Which leads to this kind of play: succeed - get told a story. Fail - get told a story. The details of the story might change (or the GM opts for a simple life and the differences are just colour). Either way, since the player has no knowledge or control over it they can sit on the fairground ride and watch the show. I'd say it's fairly ineffective. In the GM-sided game being posited it cheats the player(s) of the 'challenge' of finding a way to 'succeed' while simultaneously revealing that the PCs destination is pre-determined anyway. Absolutely. In this context 'fail forward' works brilliantly... and the point of my initial post was to reach the point where this distinction had been clearly drawn out. Job done! :) [/QUOTE]
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