TwoSix
Everyone's literal second-favorite poster
That is not my reading of the examples at all.That's a fair way to run things but it's not at all what the examples were about.
That is not my reading of the examples at all.That's a fair way to run things but it's not at all what the examples were about.
In the lock picking, fail forward case: success means you get in, no cook. Fail means you get in, cook.That is not my reading of the examples at all.
To me, they both reduce to "success, no conflict; failure, conflict". The framing you put around them could possibly be of interest for determining next steps, but is generally just for color.In the lock picking, fail forward case: success means you get in, no cook. Fail means you get in, cook.
What you're describing changes success to you get in, cook, but you also skillfully avoid the cook.
Fair enough. But man I struggle with the term color as it's been used in this thread. The NPC is there or they aren't, and that matters. For me.To me, they both reduce to "success, no conflict; failure, conflict". The framing you put around them could possibly be of interest for determining next steps, but is generally just for color.
I looked up the exact rule in question. In ShadowDark if your light go out, the environement become deadly meaning you roll random encounter every crawling round. This is about 2-3 times as often as more common. I have a hard time seeing the causal relationship that suddently make the cave a lot more crowded once there are no light around. Rather I would expect hostile creatures to be attracted to a light source that can be seen from far away. For a few encounters you could argue the strongly disadvantaged characters makes for a less intimidating target, but that doesn't fly with a lot of them.Sure, we can restrict it to "independent vs dependent". When you try to make less noise or lack care with light, you're doing something that has a causal relationship with encounters, so it makes sense for encounters to be dependent on them.
When you make NPCs existence dependent on lock picking skill, you've connected two things without a causal relationship.
So, if you roll a cook on a random table, does it suddenly become less implausible?That is an enormous difference to some of us. The big one, as it were.
I mean, my settings theoretically have billions of NPCs that "exist" in the setting. But the only ones that matter are the ones that actually interact with the PCs.Fair enough. But man I struggle with the term color as it's been used in this thread. The NPC is there or they aren't, and that matters. For me.
In Shadowdark iirc the monsters all have darkvision, so the light doesn't help them see anything. They avoid it as a threat.I looked up the exact rule in question. In ShadowDark if your light go out, the environement become deadly meaning you roll random encounter every crawling round. This is about 2-3 times as often as more common. I have a hard time seeing the causal relationship that suddently make the cave a lot more crowded once there are no light around. Rather I would expect hostile creatures to be attracted to a light source that can be seen from far away. For a few encounters you could argue the strongly disadvantaged characters makes for a less intimidating target, but that doesn't fly with a lot of them.
Of course a good lock picker spends less time and makes less noise than an amateur; making there both being less time for the creature to show up, and less danger for anyone coming around to check out what is going on. Causal relationship stablished.
What happens when the character progresses in lockpicking? The world lacks for cooks and the orphans go hungry.I fail to see how that is meaningfully different from a trad game, where the character picked the lock, then the DM rolled on a random table and then the GM « created » the cook because that is what was rolled on the random table.
Like the cook?I mean, my settings theoretically have billions of NPCs that "exist" in the setting. But the only ones that matter are the ones that actually interact with the PCs.
This has always just looked like incomplete design to me. Surely you could just list the time it takes to perform the action and what failure/success look like? Damaging the door and/or leaving traces are modifiers, making it easier or harder to achieve, and acting silently is clearly a general modifier to most actions, possibly paired with another skill check.My bolding.
I agree to the principle, but the devil lies in the fact that we in trad play doesn't actually specify what is the failure mode for the task at hand. And most tasks can have several failure modes. This is the ambiguity that typically allow for fail forward in traditional play. In other words, I reject the bolded assertion.
Take the player saying "I pick the lock". A success on the roll typically would be expected to mean quite a few things:
1: The door is now unlocked.
2: The character did it in a reasonable amount of time
3: The character stayed silent while doing so
4: The door was left reasonably unharmed.
Which one of these are of the player's primary concern is generally not stated. For instance you as a GM might think that managing 1, 2, and 4, but making a bit of noise is an appropriate ", but" on a just barely succeeded roll. However the player might actually have preferred the door to not be opened (they could have taken the windows anyway) over making noise.
As such the approach that allow for the least GM bias would be the stance that all of these expectations is fulfilled on a success result. But what then about the failure result? To on a failure narrate "After working on the lock until dawn, your character loses patience, screams out in frustration and kicks the door so it leaves a dent" might be hilarious once, but is not conductive of a game that tries to take itself at least a little bit seriously. Hence the sane response to what should happen on a failure is that at least one of the things that would indicate a success did not happen, but not necessarily all.
And this is the conceptual "loophole" that allow for trad-fail forward. If you free your mind from the idea that it has to be number 1 that is the primary concern in the resolution, you could allow 1 while rather having one or more of the other success criteria fail.