TwoSix
Everyone's literal second-favorite poster
“And when we die, our bodies feed the grass. Thus we are all connected in the great circle of life.”It's connected in the same way that I'm connected to grass because I ate a steak.
“And when we die, our bodies feed the grass. Thus we are all connected in the great circle of life.”It's connected in the same way that I'm connected to grass because I ate a steak.
I mean, yea? If you want to pre-establish stuff, then fail forward techniques might be less useful because you have less freedom to make up new things.You may not pre-establish stuff, but I do and that stuff isn't going to be altered by a pick lock roll.
shrugYou know you've reached quality discussion when we are arguing about the location of the imaginary cook's quarters in the imaginary wizard's tower in relation to a possible Fail Forward example.
Fiction first right.
it makes a difference because then it matters what approach the PCs take in the entry, the NPCs do exist in their set locations, the GM may have only rolled to determine what NPCs exist and where those locations are a literal 30 seconds ago when the players declared their intent to break into the random house but that still establishes those locations as set for the fiction by a separate process than the player's actions, the NPCs don't coincidentally exist in a troublesome location for the players based on if a player beefs their lockpicking roll, you cannot determine if the cook would've been in the kitchen before the lockpicking roll because they're not anywhere until the roll is made and a complication is needed.Why does this make a difference?
You keep on returning that in one case, the cook is just "created" but in the other case they aren't, but the reasons you give don't support the claim that the cook is "just created" in the fail forward scenario, but isn't if the GM is improvising the scene using a random encounter.
Except they don't exist in their set locations. Because the location is a random house the player was trying to rob. So everything is improvised. None of them exist anywhere.
Whether you like or not, 4e was as much a traditional D&D game as AD&D or BECMI. Fail-forward is not an optional rule in either DMGs I mentioned: it is DM advice.First, I didn't say for sure that it was most, but I very strongly believe that it is. Second, 4e was not a traditional D&D game. Third, in the 5e amd 5.5e DMGs it's a small optional rule, not the default. Fourth, if you really think that fail forward is used by a majority of DMs, I've got some bridges to sell you. There's a reason why it's a tiny optional rule and not the default method.
So the issue isn’t that the « cook appeared out of nothing » which as we’ve established occurs whether the GM uses fail forward or a random encounter.it makes a difference because then it matters what approach the PCs take in the entry, the NPCs do exist in their set locations, the GM may have only rolled to determine what NPCs exist and where those locations are a literal 30 seconds ago when the players declared their intent to break into the random house but that still establishes those locations as set for the fiction by a separate process than the player's actions, the NPCs don't coincidentally exist in a troublesome location for the players based on if a player beefs their lockpicking roll, you cannot determine if the cook would've been in the kitchen before the lockpicking roll because they're not anywhere until the roll is made and a complication is needed.
Improvise.Then what would you do if the player tried to do something you had not prepared for?
I've explained my position at length in earlier posts. Even when I I explicitly tell you I'm not sayng something, you continue to characterize my views as such. So I'm not interested in explaining them to you again. You can check my post history in this thread if you'd like.So what is your position? You just saying "that's not what I said" doesn't tell us what you are saying.
Whether it is like that or not in-play is not necessarily relevant. Someone, upthread, used a specific example from earlier (the "save a person at the top of the cliff") to examine different gradations of "gameplay" in a situation. I was simply providing additional descriptive examples, showing how this described by another user situation, of [you have an unknown time limit that could render all your efforts meaningless], would be quite liable to inducing a less-than-desirable experience for a goodly chunk of people, even those who might otherwise very much enjoy a sandbox-y game.
Roleplaying is one component of the experience, yes, I agree--but it is one component, not the ONLY component. That doesn't mean it's in any way lesser--indeed, I very much believe it shares first place, tied with the other primary component. That being, y'know, gameplay. It can, I agree, be fun to roleplay through a situation where you end up losing, and one reason to include the dice is to allow for degrees of success or failure over the course of a complicated process (like a "quest", understood in the "traditional GM" perspective, e.g. the party wants to find the cure for the king's infertility to claim the huge reward.)
But let us not pretend that the fact that the roleplay can be really good thus means it never ever feels pretty awful to fail on something in the game that you cared about a lot. Even for folks who have a negative attitude toward mechanics overall (something I find lamentably common on this board), loss will still sometimes genuinely sting--and if it was in a moment that really mattered to you, it'll sting all the more. Now imagine if you felt such a sting...not because you made any mistakes, nor because you failed to account for all of the information you could possibly know...but simply because dice decided you had already 100% guaranteed lost before you even started. I believe it was @clearstream who wanted to analyze this concept further to tease out possible nuance.
Again, he literally said those sessions were frustrating, to the point they cheered when it was over. And I don't recall Lanefan answering me when I asked if they had enjoyed those sessions or not.
Victory is sweet, yes. Spending that much time on an epic battle, a dangerous (but maybe smallish) dungeon, or some other major undertaking, sure. Two and a half sessions, which Lanefan has said, IIRC, are in the 4-6 hour range each, or even longer, on what he also said was a "simple" puzzle, is not, to me, a sweet victory.
The cook would also be there whether or not you break in at all, let alone unsuccessfully.