D&D General [rant]The conservatism of D&D fans is exhausting.

To your first question: Was it important for informing a decission? In that case no. Is it important enough for someone to want to enquire about it after the roll, but not important enough for it to be enquired about before the roll (in order to inform the imagination of one or more players), then yes.
But whether or not something is important for informing a decision has nothing to do with whether it is part of the world or not. It has everything to do with tailoring to the gameplay of the player. Something which has been consistently seen as unacceptably "gamist" and fundamentally incompatible--indeed, actively antagonistic--to "sim".

Regardless though, this blows a MASSIVE hole in the alleged bright-line, hard-binary distinction claimed by a large number of people in this thread, AIUI including yourself. That is, this exception now allows for crafting an enormous amount of the world both (a) only after rolling, and (b) specifically because of rolling, and in particular, things that explain why failure occurred, but which are prior to the action and indeed part of the world itself, not part of the action.

Your action cannot create crumbly handholds. That kind of separation has been used, repeatedly, by numerous posters in this thread, as the key thing which differentiates "traditional GM" sim-based play from other things: actions not only do not, but cannot result in something in the world being revealed to be true when it was unspecified before. And yet only now, long after this alleged bright-line distinction, this extremely hard binary separation between "X may happen" and "X may not happen", we get exactly the opposite. Now, a player's failed roll can in fact be the thing which causes the GM to narrate that there were crumbly handholds in the otherwise solid wall. It's not the world causing this. It's not conclusions drawn from or extrapolated from the world's established contents. It's specifically a rule, a mechanic, an abstraction telling us that failure has occurred, and then the GM developing some new fact about the world which is the thing that caused the failure to occur.

A fact about the world is only established after the player rolled a failure. Had the player not done so, no such fact would be established.

I was told, many, many, many, MANY times, that such a thing is utterly verboten. Now you are telling me it's not only okay, it's commonplace and most "traditional GM"-preferring, sim-focused players will in fact go with that no problem.

This calls into question the entire alleged distinction between this approach to play and the things to which it was (allegedly) contrasted, like PbtA. Because now facts CAN be established after the fact, in response to a rule-adjudication, which invert the causative order (action occurs -> rule is applied -> failure results -> the in-world cause of the failure is declared, NOT action occurs -> the in-world cause of failure is determined -> rule is applied -> failure results), as was explicitly required by multiple posters, IIRC including yourself.

What example do you have in mind for your second question? Is it covered by my answer to the first question? The appearing cook has the quality that the success roll informed the narrated state of the prior situation, which breaks the requirement I laid out in my previous post (that failure state should be determined the same way as it would have if enquired about before rolling).
In the example given, two contrasting things were described. One was claimed to be of a PbtA-like origin (despite coming from someone who doesn't play such games, doesn't like such games, and admittedly knows little about them beyond this), the other was claimed to be the "traditional GM" sim-focused type result.

The first, allegedly PbtA-like result was that the failure reveals that the whole wall was always crumbly to begin with, even though previous fiction had established that it was sturdy. This specific overt unrealism, where a past fact is simply outright negated by a new fact established because of a roll, was claimed to be utterly unacceptable to the "traditional GM"-preferring, sim-focused player. (I will address why this example was deeply flawed in a moment; for now, simply know that it's a jaundiced and mostly false characterization.)

The second, "traditional GM"-style sim-focused result was that the failure reveals that the specific handholds the player used were more crumbly than the rest of the wall, which is otherwise sturdy and climbable, the PC just picked handholds unwisely. Despite this also being a point of unrealism--only establishing the causative agent of failure after the action has completed, thus inverting the causal chain--this has been defined as not merely acceptable, but maybe even desirable.

In other words, the only difference between the two I can see--because both still involve the (previously-claimed-to-be utterly unacceptable) inversion of the causal chain and establishing failure-causing determinations after the action has been completed--is that the first establishes what one might call a "big" fact, while the second establishes what one might call a "small" fact; the first has a fact which contradicts prior established fiction in an extensive way, while the second contradicts prior established fiction only in a narrow way. Hence, it is not contradicting prior established fiction that is the problem; it is not the inversion of the causal direction that is the problem; it is not rules inducing changes to the world that is the problem; because both paths do that. It is only and simply that certain degrees of fact-establishment are "too much", all of which comes down to the arbitrary (and I do mean arbitrary, as in capricious) feelings of the people at the table. The exact same determination, in the same campaign, with the same GM and players, could be a "big" fact in one context and a "small" fact in another simply based on the emotional state of the player, the degree to which they have chosen to inform themselves (e.g. by investigating further, by doing in-world research, by talking to experts or witnesses, etc., etc.), the scene in which the fact is revealed, and the degree to which the players' attention is drawn to the fact vs drawn away from it.
 

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Wasn't the whole issue that PbtA doesn't have "you just fail" as an option?
....

It literally actually does though.

7-9 is a partial success. This may work out as: you get some of what you wanted, but must sacrifice something else (e.g. you can only choose one benefit out of four, rather than three benefits out of four); you get what you wanted, and also what you didn't want (e.g. you deal your damage, but you also take damage);

6- is explicitly called a "miss" or a "fail". You don't get what you want--and because rolls are only supposed to occur when both failure and success are interesting, otherwise we stay where we started, meaning, "in the fiction"--and something bad happens.

"You just fail and literally nothing happens or changes" isn't the result of a roll in DW because "literally nothing happens, the world doesn't change, nothing of value was gained nor lost, just keep rolling until something changes" isn't what rolls are for in that game. "LITERALLY only failure on the task, but NOTHING whatsoever comes of that failure" isn't an option, yes. But results that are failures do, in fact, happen. "Failure" as the result of a roll needs to be more than just "literally only failure on the task but nothing whatsoever actually happens".
 


As I've posted not far upthread, the player doesn't decide what the runes say.
Somebody has to decide, though, right?

So if Jocasta (Jane) tries to read the runes hoping they'll show a way out of here, and fails; then Aloysius (Bob) tries to read the runes hoping they'll give the answer to the riddle on the vault door, and fails; then Ellerina (Steve) tries to read the runes hoping for some religious enlightenment, and fails, all that's happened is that three players have each decided what they wanted the runes to say and have each failed to bring that fiction into the game.

And then Coriander (Brenda) reads the runes hoping they're nothing more than the building's cornerstone dedication (in other words, that they're irrelevant to anything else), and succeeds; meaning Brenda as player just successfully decided what the runes say.

All this is assuming, of course, someone in the party doesn't have the equivalent of Comprehend Language that would force you-as-GM to just tell them what the runes say.
 

I don't agree with that. With all kinds of things, and not just RPGs, folks are okay dealing with parts of something one way, but not the other parts the same way.

You can certainly treat the timing as the same as the rest, but that's a personal decision.
The point is, when you have control over all of the other factors, whether or not the timing is GM-independent (if such a thing is even possible in "traditional GM" play) is functionally irrelevant. The GM can simply change the other factors and thus, as a consequence, change the timing.

Think of it as a math equation. We know the variables {a,b,c,...x,y,z} except the variable t, AND we know the average, let's call it capital Q. Thing is, if you know all of the variables but one, and you know the average....then there isn't any freedom. You can't actually choose t freely. There's only one option, arithmetically speaking. Fixing the average and all of the variables but one also fixes that final variable.

Hence, when the GM can control 100% of the answers to: who, how, why, where, how much, etc., then the answer to "when"/"how often" is functionally also under their control. They just need to select the other variables in such a way that no other options are possible.
 

Complications come up in as many as a third of surgeries, and in surgeries that have complications, around 40% of those have multiple complications. Surprises happen to lawyers. Clients lie to them all the time and the other side finds out something that was either denied by the client, overlooked by the client, was something the client didn't feel was relevant, etc. And police officers? You think they don't experience complications frequently?

And you still seem like you are implying that an easily fixed complication isn't a complication. Those things are problems, even if they are easily and quickly fixed by an expert.
No.

I'm claiming that a potential complication which never actually does any complicating isn't a complication. Merely potential things that never actualize aren't complications. Just as, for example, all the potential debts I could have, if I went on a shopping spree, are not debts because, surprise surprise, I don't do that and instead spend within my means.
 

There is one gray area in here in my games occasionally, it's just not what I would call fail forward because there is no chance of not making it to the top. Let's say you have a steep climb but you know the character will make it to the top, it just isn't easy.

In some cases I would just say it's difficult terrain, you move up at half normal speed. But if its a bit steeper than that I might ask for a check. Failure and you're moving at quarter speed instead of half speed as you slip and slide backwards now and then. Really blow it and you take a few points of damage as you slip, slide and catch yourself. But you will get there. Eventually.

Like I said, that's not fail forward because there's no chance of falling. But its still a somewhat strenuous climb.
That's a perfect example of rolling for degree of success, where success is already guaranteed.
 

I thought a structure had to be built for defense to be considered a castle.
Depends on the situation, but yes, in contemporary English "castle" has a very strong implication of being specifically fortified. The problem is that the French word, château, USED to have more or less the same meaning as the contemporary English "castle"...but that changed centuries ago. Hence, although "château" is the closest French equivalent to the English word "castle", it does not mean what the English word "castle" means. It instead means a manor house, generally one in the countryside, or (sometimes) a vintner/winery, and has been used for centuries to refer to things that emphatically are not what we would call "castles" in English--like Versailles, which has never been anything other than a residence, and has never been fortified, but has always been called a " château".
 

Sure, I'm not disagreeing with that. But with the wider implication that this is all that's always needed, and is always provided.

No GM will provide everything ahead of time. They will need to come up with details on the fly. And there's nothing wrong with that.
On the fly =/= added retroactively, though. If I narrate to the group that the cliff face is rough and made of decaying granite, narrating a failed climb check as part of the cliff face coming loos is not retroactively adding anything. It's a detail being added that is encompassed within the initial narration, because with narration like that, of course there are loose portions of the cliff.
 


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