Micah Sweet
Level Up & OSR Enthusiast
Well if you don't care, why are you discussing the issue?Oh, I know it bothers people, sort of like how I know lots of people don’t like spicy food. I just can’t make myself feel empathy for it.
Well if you don't care, why are you discussing the issue?Oh, I know it bothers people, sort of like how I know lots of people don’t like spicy food. I just can’t make myself feel empathy for it.
It seems well within the trad approach for the DM to roll a random encounter because of the rogue’s lock picking failure. So how is the cook being the result of a random encounter roll any less « created out of thin air » than in the fail forward example?It's not the same because the cooks location
does not depend on the players lockpicking skill.
The reason I do most everything. For the lulz.Well if you don't care, why are you discussing the issue?
Or to ask an even broader question, could you enjoy a trad-style game if you knew the DM was just making everything as they want along?It seems well within the trad approach for the DM to roll a random encounter because of the rogue’s lock picking failure. So how is the cook being the result of a random encounter roll any less « created out of thin air » than in the fail forward example?
I worry whenever "challenge" gets used this way. There's nothing challenging about a die roll; you don't demonstrate more or less skill by rolling a 5 or a 15. The challenge is the problem (getting the heirloom off the mantle or whatever) and all of the rolls and action declarations are tools to do that thing.The challenging part is the unnoticed partIf anything I would say the dilemma here is if it is the stealth skill or the thief tools skill that is essential for determining the level of silence the character can achieve during their lockpicking?
Roller Coasters still have rails. They are just short rails. You can't get off of one in the middle, or at least that would be a very, very bad idea. That would make narrative games with that interpretation of Fail Forwards a series of small railroads, instead of one long one.I kind of agree with − if there is only one rail − then it is still a railroad.
If the players can get on and off the rail easily, then it is an "amusement ride" in a "theme park".
I don't agree with this. In some areas trains are frequent enough that you have multiple railroad tracks running side by side. They are still railroads. What you are describing there is just that the DM has several different ways to force you in the one direction towards your goal.But if there are several rails leading to the objective, then it isnt really a railroad. Often enough, players can surprise the DM by achieving the objective in a way that DM didnt expect.
What I've read of Fail Forward is just that the story continues on in an interesting manner, not that success is guaranteed or that you are moved towards your goal.In the context of "failing forward", the understanding is that the setback causes the players a feeling of helplessness, and they are at loss for what to do next. Then the DM needs to nudge them into a way that the DM has in mind toward the objective.
I just didn't find, in practice, that all that much really WAS set out ahead of time, or really could be extrapolated from what was set out beforehand. So, it seems like a lot of stuff was already made up on the fly. I see it as a simple question, I can combine a bunch of guestimating and on-the-fly detail generation into one simple die roll, or spend a bunch of time and energy on charts and tables and whatnot. Either way I end up with some plausible fiction. DW is just a lot easier and then I also get all the focus on the more interesting story.It seems exactly like that kind of case to me?
I get the cook wasn't introduced at the same moment the hard move occurs, but making the process into 2 steps by first introducing the cook and then a hard move with the cook doesn't actually solve the issue I'm describing - though it does make for an infinitely better play than introducing the cook and the hard move with the cook all as one move. The issue I'm describing isn't based on the cook introduction and hard move being all at once as one move. The issue is how the cook was introduced in the first place - namely that the cook was only introduced into the scene due to the die failure. On a success the cook wouldn't have been there. I completely understand why you do that and why someone would like this, it makes for dynamic fiction with twists and turns that can mostly and easily be generated in the moment. I like those aspects too. I'm sympathetic to what such systems are trying to do because I like that concept ALOT. But as with most everything, those techniques have drawbacks as well. For me, those drawbacks make the cost more than I'm willing to pay (at least for anything more than as a change of pace system). The insistence by some (not you so much today) that there either aren't drawbacks or that the drawbacks are objectively worth the price is where I push back.
But you are only considering circumstances in which it DOESN’T make sense. That is the point.::sigh:: Missing the point. I'm not looking for a reason for the cook to be there or not. I'm saying that when I DM I limit the result of a failure to what makes sense in the context of the action taken.
This is a perfect example of what I mean. I live in a house built in the 1920s. Whenever someone opens the front door, I can clearly hear it even if I am in the kitchen 50’ away.Picking a lock makes as much noise as opening the door with a key, someone would need to be practically adjacent to hear it.
How do you think it works?
My ruling would be to use lockpicking. The character is taking exaggerated care and time to move the tumblers slow enough to be quiet about it. That to me would be skill with the tool, even though being quiet is usually stealth.The challenging part is the unnoticed partIf anything I would say the dilemma here is if it is the stealth skill or the thief tools skill that is essential for determining the level of silence the character can achieve during their lockpicking?
But they weren’t. They were only there because the GM made a random encounter roll and rolled 82: cook. And the GM only made the random encounter roll because the PC was trying to break into the house!Because the cook is there regardless of the player's roll.
Haven't we been through this?