What are you trying to contribute here? If you want to know what @AlViking meant when referring to The Forge, you can ask that poster.Maybe they thought of that as a Pemerton phrase, not a Forge phrase.
What are you trying to contribute here? If you want to know what @AlViking meant when referring to The Forge, you can ask that poster.Maybe they thought of that as a Pemerton phrase, not a Forge phrase.
Given that most moves/abilities in 5e D&D pertain to combat, and that combat in 5e D&D departs heavily from forward-facing causality, I think the post is mistaken.
So what? I consider myself a fairly traditionally-minded GM, but I don't play or own D&D 5.5 and disagree with its stated design philosophies.Let me restate my point, then:
The 2024 rules tell players to declare actions for their PCs having regard to the social desirability of going along with the GM's adventure. (There is even a heading about "social contract".)
I think that is an interesting thing.
I note that there is no such rule or advice in Burning Wheel or Apocalypse World.
None of which really appeal to me. Does the fact that it influenced the creation of other games mean I have to follow its lead on RPG discussion and terms?Why should I care what some random website says? I'm talking about an actual thing invented by actual game designers and incorporated into their actual games.
You dismiss The Forge, but I think more RPGs came out of that set of discussions and discussants than have come out of the page that you linked to.
IIRC, the original idea for this is that you had to climb the cliff to save the friend.Because the example had no predefined time pressure. The example was "Because the character failed their climb check, something bad happened like their friend being dead at the top." The friend's death was contingent upon and depended upon the failed climb check. If the character had stayed at the bottom of the cliff and had instead played a friendly game of canasta, the friend would still be alive because the character did not fail a climb check.
The climb check success or failure in no ways causes the death of the friend unless it's being used as a meta-game club to retroactively apply a cost to a check.
I received a response that took me seriously, and I meant it seriously, so I'm going with "yes"....are you being serious?
Yes, but the rules don't have to explicitly encourage it. That's a design choice.Almost any abstraction can do this to some extent, depending on other system features.
You're taking that passage a bit out of context.An example of fail forward from Failing Forward – RPG Concepts for failing to pick a lock.
"Failing forward is the idea that you still get to unlock the door on a failed roll, but it comes at a cost. So you get into the house, but you startle a cook who screams. Now your plan of sneaking around the house slowly and avoiding all the guards is shot. You’re in the house, so you better use your opportunity, but this is going to be more of a smash and grab than a cat burglary."
Did the cook exist before the failure? No. It's a quantum cook that only comes into existence because the roll failed. I would not like that kind of game. In the style of game I want to play the cook was there whether or not picking the lock was successful.
There are different approaches, fail forward is just one I do not care for even if it works for other games and players.
Which mucks up forward-facing causality: things which occur now (on A's turn) have effects in the past (ie from the start of B's turn).The issue isn’t with forward-facing causality it’s with the idea of a simultaneous 6 seconds being able to be handled sequentially.
True. My bad.I think that would be pretty unrealistic. Everyone knows that pseudo-mediaeval prison guards never drink to excess!