Micah Sweet
Level Up & OSR Enthusiast
Of course not. Was someone saying it was?But that's not the same thing as the book including a map and saying that this is where the game takes place.
Of course not. Was someone saying it was?But that's not the same thing as the book including a map and saying that this is where the game takes place.
Problem is that fiction spills into the real world. I guess you wouldn't be keen on your players actually drawing knives on each other over an in game PvP conflict? Having the characters stall might be fine. Having the players stall might be a different matter. We are talking about real life minutes that go ticking by. Maybe even worse might be the partial stall where some players insist on keep trying while other players want to give up. I have seen such conflicts almost causing real world issues. Managing such situations is in my understanding GM responsibility. Designing the puzzles with some built in fiction mechanism to invalidate further work on it is something I would strongly recommend. Puzzles should only go to optional places (not a problem in your setup), and the emergency measure should involve destroying the puzzle with failure. I have found making an easy success via unrealistic hints or otherwise just give them the reward on the other side of the puzzle is extremely invalidating for those that tried hard to solve it.For me, if stalling out would sometimes happen were these characters real people then stalling out happening sometimes in the fiction is perfectly OK.
The term fail forward come from narrative games, where the forward is understood to be the story. The story has only one direction. It is not intended to indicate any direction compared to any goals as that is a fully secondary concern in a narrative game. Feel free to read every instance of "fail forward" as "fail any other direction than forwards" for your purposes - that doesn't change the meaning of it in any meaningful way at all for those advocating itI'm not that bothered by fail sideways or fail backward, i.e. the task is still failed and something tangential happens as well be it due to the failure or due to random chance or whatever.
It's the all-too-many examples we get where fail-forward turns the root task-fail into a task-success that stick in my craw. And to me that's what "fail forward" very strongly implies; they fail, but still move forward toward their goal. Failure IMO should never get you closer to your goal; that's what success is for.
Would the clock work better for you if each tick was associated with some omen happening in the fiction lining up with some prophesies? Or if the GM keep the time hidden until the players has some ability to assess the situation (talking with some sage or other expert on the situation for instance)? I think quite a few clocks could be implemented this way without it affecting the purpose - it just is uncommon to be this level of concerned about PC knowledge so such techniques doesn't see widespread use. This wouldn't work for the density of timers in certain other games, but it could allow the benefits for certain key situations that really benefits from it.The problem I often find with set-ups like this (and thus the reason I try to avoid them) is that the PCs have no reasonable in-fiction way of knowing a) that there's a clock at all and-or b) how long is left before it hits zero.
That is all generous, and appreciated.Thank you so incredibly much! I think identifying my assumption number 1, that creative agenda is (or can be) defined on singular actions is the key difference in assumptions we had going in. I think all the other differences, including our difference in understanding the scope of change stems from this.
Given my impression you have been more directly engaged with the underlying source material than me, I defer to you in regard to what is the intended meaning by Tuovinen. I find everything you have said so far to make perfect sense, and I 100% agree with it when removing that assumption.
The GM's reward, when presenting their material for "story hour" or "substantial exploration", should be the players' enthusiastic engagement/exploration. If the players "do their duty" of exploring the stuff, but in the manner of "eating their vegetables" rather than being obviously excited by it, then the GM will probably feel disappointed. The GM has misjudged their audience, or perhaps the quality of their stuff. Alternatively, perhaps - though I think this is probably less typical - the players are just mean or ungrateful people.If you care to indulge me a little bit more I then would really like to pick your head on one more thing to try to prevent future miscommunication. The way I now try to conceptualise the situation I had in mind is that the emergent creative agenda of play is tied to what sort of reward cycle that play can provide. For the GM bringing the material to the table seeking the reward of (positive) feedback on their self expression, story time play provide an unsatisfactory experience as the players engage in just investigating it rather than "evaluating" it. However as they are not actually disrupting play despite their dissatisfaction we still look at simulationist play.
This is paralell to the situation where the GM brings poor content only they themselves are interested in exploring. In this case play could still express SIM, but the players would be dissatisfied with the experience, but might still play along hence not disrupting it.
My question is: What would be the aproperiate terminology to use for this phenomenom when talking with someone assuming forge parlance like yourself? I thought incoherence was the word, but it wasn't? This seem like an important enough concept, and easy enough to confuse with incoherence the way I did that I would guess there is some established terminology around this phenomenom?
We're not playing real people in the real world. We don't want our real lives to be filled with the kind of excitement found in a typical RPG, because most of us don't want to live in hellscapes where you're being regularly attacked by monsters or threatened with apocalypses. We want the interesting and exciting parts of our actual lives to be safe, which is why we have horror movies and roller coasters and RPGs. So saying "this would happen if they were real people" doesn't cut it. If they were real people, they'd all have PTSD and have terrible scars and permanent injuries from all the monsters and have to pay massive amounts of taxes on the gold they recovered.For me, if stalling out would sometimes happen were these characters real people then stalling out happening sometimes in the fiction is perfectly OK.
Well, maybe you should read more about it beyond what's being talked about in this thread.I'm not that bothered by fail sideways or fail backward, i.e. the task is still failed and something tangential happens as well be it due to the failure or due to random chance or whatever.
It's the all-too-many examples we get where fail-forward turns the root task-fail into a task-success that stick in my craw. And to me that's what "fail forward" very strongly implies; they fail, but still move forward toward their goal. Failure IMO should never get you closer to your goal; that's what success is for.
So? The PCs should have no reasonable in-fiction way of knowing what hit points or saving throws are either, and I'm guessing you use those.The problem I often find with set-ups like this (and thus the reason I try to avoid them) is that the PCs have no reasonable in-fiction way of knowing a) that there's a clock at all and-or b) how long is left before it hits zero.
Who's "we" in this post? Who besides yourself are you speaking for here?We're not playing real people in the real world. We don't want our real lives to be filled with the kind of excitement found in a typical RPG, because most of us don't want to live in hellscapes where you're being regularly attacked by monsters or threatened with apocalypses. We want the interesting and exciting parts of our actual lives to be safe, which is why we have horror movies and roller coasters and RPGs. So saying "this would happen if they were real people" doesn't cut it. If they were real people, they'd all have PTSD and have terrible scars and permanent injuries from all the monsters and have to pay massive amounts of taxes on the gold they recovered.
In game, we can have all sorts of interesting and exciting things happen to our characters, because it is a game. And stalling out is neither interesting nor exciting.
Well, maybe you should read more about it beyond what's being talked about in this thread.
So? The PCs should have no reasonable in-fiction way of knowing what hit points or saving throws are either, and I'm guessing you use those.
Clocks are a tool used to measure how much longer until the thing the clock was tracking occurs. Just like how a player's emotions will change if they're very low on hit points and the battle is clearly not done and they don't know if they'll survive it, the player's emotions will change if they realize that the clock is close to zero.
Well, Lanefan said 2.5 sessions, with each session being 4+ hours long.Literally hours? Half an hour? Several minutes? If it's the first one, unless it's something the group is really into it's bad GMing IMO
What potential costs are there with using a mechanic that ensures the game doesn't stop dead because the players rolled badly?I don't see how that relates to what I said. I never said anything about whether it's used in other games. Whether it works "well" is a value judgement because it doesn't take into consideration what you want out of the game or potential costs.
Fail forward is just the GM helping the players drive the game forward. It's perfectly neutral.In D&D, it takes just as long to open a lock as it takes to fail to open a lock. Meanwhile I say that not opening the lock is something. Just not what you want. But again, this is me wanting the players to drive the game forward and the world reacts. The world (and in effect) the GM is neutral on things happening outside of responding to what the players do.
Right. When using fail forward, you're having the world respond to what the character's do.I can't just dislike metagame techniques? I want the players to interact with the world through their characters and the GM's only role is to have the world respond to what those characters do. Always going to be a bit more complicated than that but that's my assumption and starting point.
Sure. If there is word of invaders spreading then the cultists are likely to change their behavior. It's the job of the GM to decide what that means.
Not really. If the cultists are after the Macguffin, and the PCs fail to stop them from getting it, the cultists have it--they've succeeded. If the PCs did a really bad job in their attempt, then "it's the job of the GM to decide what that means," which in this example means ticking the clock more than once.About the only time failure would matter in most cases is if the clock ticks more quickly or slowly depending on the player's success or failure which again goes back to metagaming.
OK, first off--and I say this because it confused me the first time I read about it, so this might be confusing you as well--the clock doesn't measure real time.I don't think that way, the clock ticks at the same speed and failure may mean the characters take longer to get where they are going or they may think of a way to bypass some obstacle they may spend less time getting there. But the time the character spend getting to the goal has no influence on how quickly the ritual will be enacted.
By "ahem" I'm assuming that you mean you fudge the timing a little but so they get there at the nick of time. That's a metagaming technique, and a very non-neutral one at that--you're timing things for cinematic reasons, not for realistic reasons. You're OK with that, but not with a clock?Even if there are times when by ... ahem ... pure coincidence they get there just in the nick of time. Unless they really took their sweet time and added hours to their arrival. Then they may just see the metaphorical mushroom cloud rising over the city and now they have to deal with the fallout.
Am I to assume that you want your home to be in a battle zone, and you want to spend your days fighting for your life?Who's "we" in this post? Who besides yourself are you speaking for here?
Well, Lanefan said 2.5 sessions, with each session being 4+ hours long.
And yes, I've had a case or two like that, although fortunately not recently. Is it bad GMing? Or is it the GM actually following the RAW of the game?
What potential costs are there with using a mechanic that ensures the game doesn't stop dead because the players rolled badly?
Seriously, list them.
Fail forward is just the GM helping the players drive the game forward. It's perfectly neutral.
Right. When using fail forward, you're having the world respond to what the character's do.
You're already basically there; you just are balking at the name.
Not really. If the cultists are after the Macguffin, and the PCs fail to stop them from getting it, the cultists have it--they've succeeded. If the PCs did a really bad job in their attempt, then "it's the job of the GM to decide what that means," which in this example means ticking the clock more than once.
OK, first off--and I say this because it confused me the first time I read about it, so this might be confusing you as well--the clock doesn't measure real time.
Not automatically. You can say that the clock will tick once each day, because it's been a day of the cultists doing culty stuff. You can also not have that happen and instead the clock only ticks (or doesn't tick) after each time one of the reagents has been obtained (or made safe by the PCs).
If the PCs are faffing around, then the cultists get more reagents, and the ritual goes off faster. If the PCs fail miserably, then the cultists get more reagents, and the ritual goes off faster.
Now, if the ritual has to be held on the first night of the third full moon of the year, then no, the PC's speed and abilities won't affect anything. But in that case, there wouldn't necessarily be a clock at all. Or if there was, it would measure something other than when the ritual starts.
By "ahem" I'm assuming that you mean you fudge the timing a little but so they get there at the nick of time. That's a metagaming technique, and a very non-neutral one at that--you're timing things for cinematic reasons, not for realistic reasons. You're OK with that, but not with a clock?
Who's "we" in this post? Who besides yourself are you speaking for here?
The only in-world consequence of failing to open a lock is that it doesn't get opened.