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General Tabletop Discussion
*Dungeons & Dragons
If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="5ekyu" data-source="post: 7594385" data-attributes="member: 6919838"><p>"If you've got players turtling because of the fear of failure then to me that's a sign that you're not using fail forward at all. "</p><p></p><p>Indeed. One of the warm fuzzy moments I get as a GM is when one of my players says something like "well, this may not work but hrll, I know it will be fun" because they have seen that in my games various levels of fail forward and progress with setback etc etc show that they dont need to be afraid of daring and bold - just stupid and even then really grossly stupid.</p><p></p><p>There was a thread recently- might have been this one but do many blur together - where someone said something like "a player willing to risk the five is z sign the gm is not enforcing consequences for failure" and I felt (likely commented) that consequences dont have to be punishments to the point that they deter or scare off actions. They can be serious, problematic and yet entertaining and meaningful, well worth the risk.</p><p></p><p>Heck, my best treatment of "pc death" in rpgs involved a whole lot of changes, scenes, transformative events etc but all resulted in the PC back alive. Lots of fun for everyone. </p><p></p><p>As I often state, in RPGs it seems to me that the "risk" (and "stakes" tho I hate driving near thst term anymore) should be at its core "control" (in whole or in part) not "fun".</p><p></p><p>In my experience, when that is true, fear of failure goes way way down because "not going is often the lowest form of "surrender control" and you know that it's not uncommon for try and fail to give you partial control when "some and setback" hits (not just randomly.)</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7594385, member: 6919838"] "If you've got players turtling because of the fear of failure then to me that's a sign that you're not using fail forward at all. " Indeed. One of the warm fuzzy moments I get as a GM is when one of my players says something like "well, this may not work but hrll, I know it will be fun" because they have seen that in my games various levels of fail forward and progress with setback etc etc show that they dont need to be afraid of daring and bold - just stupid and even then really grossly stupid. There was a thread recently- might have been this one but do many blur together - where someone said something like "a player willing to risk the five is z sign the gm is not enforcing consequences for failure" and I felt (likely commented) that consequences dont have to be punishments to the point that they deter or scare off actions. They can be serious, problematic and yet entertaining and meaningful, well worth the risk. Heck, my best treatment of "pc death" in rpgs involved a whole lot of changes, scenes, transformative events etc but all resulted in the PC back alive. Lots of fun for everyone. As I often state, in RPGs it seems to me that the "risk" (and "stakes" tho I hate driving near thst term anymore) should be at its core "control" (in whole or in part) not "fun". In my experience, when that is true, fear of failure goes way way down because "not going is often the lowest form of "surrender control" and you know that it's not uncommon for try and fail to give you partial control when "some and setback" hits (not just randomly.) [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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