Unless you are also @Campbell , I didn't ask you and I've already commented on your posts.I've provided many examples. Most are from actual play, but I posted an imagined one involving a cook:
Unless you are also @Campbell , I didn't ask you and I've already commented on your posts.I've provided many examples. Most are from actual play, but I posted an imagined one involving a cook:
If not adventures than ongoing narrative development or whatever term you think appropriate. Another game could call it a series of tests or some other verbiage. Doesn't really change anything.
The only reason I see the threat being introduced is because the game specifies that something has to happen after the player's attempt. I don't care for that kind of decision being forced onto the GM.
Sometimes, a PC’s decision gives you the perfect opportunity for a dramatic move—perhaps they move too close to a waiting predator or get distracted while watching for intruders. In these cases, a roll doesn’t prompt your move, but you can still seize the opportunity for a powerful dramatic beat. For example, if the PCs are hiding from a group of thieves while discussing the bandit leader’s plans, a PC might say with dramatic irony, “But surely they won’t look in the eaves of every barn in the district!” In response, you might describe the barn door noisily swinging open as a bandit steps inside, a lit torch in one hand and a sword in the other as they peer into the rafters where the characters are hiding.
No, the game says on a player rolling a 6-, I get to make a move as hard and direct as I want. In this case I looked at my prep for the dungeon, considered the fight they'd had just down the stairs and conversation between Marshall and the rest of the party, and decided that the most fictionally appropriate complication was that the bronze guard dogs had sensed all that nonsense and so I would Reveal an Unwelcome Truth: their advance further into the barrow was not undetected and a threat was alerted.
As a side note, one of my favorite bits under "When to Make a GM Move" in Daggerheart is under "They Give You a Golden Opportunity:"
Also, earlier in the barrow Marshall had seen the torches light up and said "well, somebody knows we're here..."
As I said "...and decided that the most fictionally appropriate complication...", you had to come up with a complication because the rules said you had to do so. That's what I wouldn't care for, it would feel artificial to me as GM and player.
If it works for you, great. It just tells me I don't need to look into the game any further because it's simply not for me.
Ok dude, whatever. You asked for some examples beyond others of how Fail Forward might work. I wasn't posting them for you to go "I hate that, screw off" but "here's how games can incorporate it."
It's exhausting having posters like you go "well @pemerton 's examples suck because they're too confusing, and the white-room examples are too contrived, and oh hey look these other examples are too jargony, and oh now that you've translated them I just hate it."
F-ing "No True Fail-Forward" fallacy.
Not the way I've seen it. There's a limit to how many of any given creature is available to run into on the move. Or at least IMO there should be.This "fixed world" game is in my view a very distinctive thing:
In my experience, which when it comes to random encounters is based on the B/X and AD&D rulebooks, wandering monsters tend to be regarded as coming from what is - for game play purposes - an endless supply of such beings.
This "fixed world" game is in my view a very distinctive thing:
In my experience, which when it comes to random encounters is based on the B/X and AD&D rulebooks, wandering monsters tend to be regarded as coming from what is - for game play purposes - an endless supply of such beings.
Yeah, this was part of my problem with narrative games. The chances of success don't really vary based on approach--as long as you roll well, almost any approach will do--so it became a game of "how can I justify to the DM that I'm using Hunt here?" That's much less interesting than choosing an approach that your character may not be optimal for because it is easier within the fiction. Imo.And even within the domain of the instrumental, there are ways for choices to matter: different options may enliven different skill rolls, and may thus affect the prospects of success.
I think everything I posted applies to your cook example. Quoted:And as @Campbell has said, you are putting forward a poor bit of GMing in an attempt to illustrate the limitations of a technique. It's as if I adduced the boring dungeon I build when I was 12 to show how bad OSR play must be. This is why I have invited you, and other posters, to engage with actual examples from actual play, rather than silly examples.
Specifically, Dremmer's cook Pattycakes was only there because of a 7 to 9 on Acting Under Fire. On a 10+, no Pattycakes.I think we can take it that the cook screaming is a hard move. So let's reason back - what player-side move failed, such that the cook was startled and screamed? The most obvious candidate is Act Under Fire.
So what was the character doing? Maybe they're the advance scout for the assault on Dremmer's compound:
First, let's imagine the player recites their PC's knowledge - it's a bit artificial as an example of play, but provides some context.
"I know that Dremmer has a storeroom at the edge of the compound, with a gate for taking deliveries. There's a fancy electronic lock on it, so it's not well guarded. I reckon I can crack that lock and sneak in."
The GM nods: "OK, so you're at the gate to the storeroom. It's locked like you expected. It's not well guarded, but that doesn't mean no one ever comes by here. You haven't got all night."
"OK, I bust out my tools and work on the lock, as quickly as I can."
"That Acting Under Fire, and the fire is - you'll be spotted before you're in." The player rolls, and succeeds on a 7 to 9. The GM offers an ugly choice: "You get it open, but you can hear someone's coming. And you can't see yet what's on the other side of the gate. Do you go through into whatever's there? Or wait to see who comes?"
The player decides to go in. "There's someone in there with a torch. Looks like Dremmer's cook Pattycakes, come to grab a fresh bag of chowder powder. What do you do?"
At this point the player has a few choices, but let's suppose that, whatever they do, it fails on a 6 or less. And so the GM narrates that Pattycakes spots them and screams.
I assume that DW could play out in a pretty similar sort of way.
I'm confused. Quantum was being applied to the cook (or Pattycakes), not the technique. I guess it could apply to the kitchen too. The thief observes the kitchen, and only then is Pattycakes there or not there. Hence, quantum.Because the "quantum" label is being applied to a technique. But you refer to the thief - a character in the fiction - as the observer.
In the fiction, the cook is doing whatever the cook is doing, where ever the cook happens to be. The moment and manner of authorship - the thing that happens in the real world, and is being labelled "quantum" - is not a property of things within the fiction.
Now, can you please explain to me what the explicit connection is between the PC's happening to be at a particular location at 6 PM and those randomly generated monsters appearing at that particular location?We discussed this already...it is better if there is an explicit connection between this and the result. For example, if the failed check causes noise and this attracts the cook, then that's an improvement. However, it doesn't address the core issue of the cook's existence being predicated on a failed lockpicking roll.
See, it is exactly what I see going on. To the players, it appears that their choices would have mattered--"oh no, there is a cook here, we should have gone in through the window". But if they went through the window then there wouldn't have been a cook in the kitchen. It appears the choice matters, but it doesn't.
So the players succeed on all of their checks--where is the cook?
I'm fine with a failed roll alerting her if her existence was decided prior to the roll. I'm not fine with the roll failing and the DM saying "hmm, it's a kitchen, I guess a cook is involved".Then I'm not sure why you'd object to a failed roll alerting her. She's involved.
Is the estate in question actually defined enough that the GM knows where the map is? That would improve the scenario somewhat, from my perspective. But that kind of detailed mapping seems to require more prep than these games want.I mean, at the most basic, you have the different skills involved. Maybe the thief is excellent at climbing, but not as good at picking locks. Then there is the goal of breaking in to consider... someone mentioned it was to find a map (I don't recall if this was from the actual example or not)... where is the map? On the first floor or the second? Is this known or suspected in some way? And so on.