The Firebird
Commoner
Nice example. This seems similar to games I've played.No, it's about what failure means for play. My players fail to get their full intent all the time. We had a crap ton of 6-s rolled last Monday. What we show is that a) you're not failing because you do something a competent person in that situation wouldn't do for laughs, b) that failure doesnt mean that play slams to a halt necessarily, and c) the fiction still evolves because by god you did something interesting and the world will do something interesting back, because we are playing games to have an interesting conversation.
5e fail-forward may play out differently because of some inherent design differences in d20 task resolution, but it doesn't have to if you frame the rolls. Just go read (or watch, if you must) some fiction where thievery is on the table and you'll see that "oops all locked doors" just doesnt really show up standalone.
Since this has gotten truly absurd, here's a recasting of the whole dang thing. You are allowed to say "I dont like it because failforward sucks" but this is I think way more reasonable to actual play:
Yarin is a thief of some sort. He's approaching the town mansion of the evil merchant Uzvek, needing to retrieve an artifact from somewhere within the house. Because he's a halfway competent thief, he's cased the place during the day and done some other stuff within the game's procedures for gathering info.
We can resolve the following escapade via conflicts to see what happens. For instance, scrambling over the low stone fence doesnt need a roll unless there's an obstacle a competent thief would face (say: magicked guard dogs). So: "as you climb the fence and pull yourself to the top, you can hear the snuffling sound of one of those dogs you saw when you cased the place out...what do you do?"
Or, we can know that the dogs are there and leave them out for now. "Ok, you climb the fence and see the kitchen door in the moonlight. Looks like it's quiet for now. What do you do?"
And if Yarin says that he creeps over to the door ("it's locked, right?"), keeping a wary eyes and ears open for problems we can frame the conflict out to "Yeah, cool so as you get to work with your picks you can hear the ticking of claws and a muttering guard in teh distance. You've got limited time here...what do you do?" And if Yarin says that he's going to try and pick it in a hurry (instead of anything else he could do here), we have a framed conflict (will you win and get in and away from the guard dog, or lose and get discovered and have to deal with something new?).
Or we could frame the conflict around sneaking across the grounds of the mansion (if this was Blades, I might do that instead), and elide the door lock entirely. The conflict is "do you get inside without being noticed."
Because stakes are clear, the player knows within the fiction what the possible complications are. On my door+guard example, on a 7-9 partial I might offer a choice between a cost and a consequence here (maybe something like ok, you get in just as they're rounding the corner, you can either drop your locrkpicks in your haste to get in, or the dog is going to start growling and searching around outside and the guard is going to be alerted).
I want to focus on the bolded:
A key difference, imo, is that in your example there is no "figure out what went wrong", because the game is not fixed in a way that can be solved. The dog catches your scent just because you rolled a 7-9. Whereas if you had say, 3 rounds until it caught your scent and you can pick the lock in 1 round with a DC 15, 'nothing happens' on a failure is its own interesting result. You've lost a round--do you try again or reassess your strategy? The decision making is about how to solve the encounter.It's not about failing the dice roll, it's about how to deal with the fact that you fail sometimes because we all fail sometimes. Do you get upset or just accept failure, figure out what went wrong and try a different approach?
In any case I'm not going to argue about it I just don't see the issue being failure, it's how you deal with failure. If you never fail we might as well be handing out participation trophies.
This is why I think the notion of failure comes across differently--it means two different things. In the fixed world game, failure is opposed to your goal of beating the encounter. In the narrative case, sure your guy failed but it's fun to watch and leads to some interesting consequences, so it isn't a 'fail state' for the player in the same way. Drive your character like a stolen car, right? If they get banged up, broken, pushed to a new low, that's all a win as far as the system is concerned.