Enrahim
Adventurer
I really appreciate this! It really helps me try to structure my own thinking.Going per example...
"Cook screaming" runs most afoul of "Make a move that follows" and, to a limited but very important extent, "Be a fan of the characters." The former is at issue because a single failed lockpicking is...pretty far away from an instantaneous "everything goes loud" moment, to speak colloquially. If that were the case, heist-like situations become essentially forbidden outside of nearly-perfect infiltration, which...isn't very fun. There could, certainly, be times where this isn't true--consider an "Ocean's 11" or "Mission: Impossible" type heist, where a lot of things need to succeed and several of them going wrong could break the plan completely--but those are pretty extreme cases where a high-profile, high-risk heist is the known and intentional focus. Breaking into Château d'Ys doesn't seem like that kind of heist. The "cook screaming" result conflicts with the "Be a fan of the characters" in the limited sense that what these characters are about, at least for this adventure, is heisting--to completely nix heisting and instead replace it with violent, destructive burglary is kinda denying that opportunity.
(As an aside, I want to stress that "Be a fan of the characters" DOES NOT mean "coddle the characters", nor does it mean "ensure only good things happen to the characters". When you're a fan of a character in a TV show, you want to see all sides of them--their struggles in the face of meaningful adversity, meaning sometimes they will genuinely fail, and other times they'll succeed, and sometimes they'll think they failed but they really/ultimately succeeded...and vice-versa. The description I quoted previously makes this explicit, but I wanted to address that formally here and now, to cut certain flawed understandings off at the pass, so to speak.)
"Guards arriving at the scene" is functionally equivalent to the previous, though believe it or not it might still be workable if it is of a lesser severity than it seems you're implying. That is, the implication is "there are guards EVERYWHERE, it's impossible to continue using stealth", but that seems so ludicrously extreme I don't really take it very seriously. A much more plausible option would be that, say, Lilia spends so much time trying to pick a lock beyond her skills, a guard or two on patrol come to this door to enter the house (perhaps to get some food?)--which invites Lilia to respond somehow. Alternatively, assuming Lilia isn't alone, maybe she alone gets "captured" and taken inside. Now the other PCs need to find a different way in, and rescue or at least regroup with Lilia. More or less, this has the same issue of not really being "Make a move that follows", because the failure to pick a single lock does not seem like it should lead to the total failure of the stealth mission in this context. Again, in an ultra-high-stakes heist, a single failure might actually do that, but this isn't that kind of thing.
I don't see how the social-manipulation thing is a problem at all. I see it as a perfectly valid avenue. Heisters often need to make use of social manipulation. This is especially a good choice if Lilia herself is great at the B&E side of things, but not all that good at being a "face"--that's very close to one of the GM moves, "Show a downside to their class, race, or equipment"; in this case, the downside of being an expert in (say) poisons, traps, locks, and stealth, is that you aren't good at actually working with people, but now you need to do something risky in order to get through this. The stealth has not been broken, and indeed it may even be enhanced if Lilia is exceptionally clever and charming, but the stakes have been raised--now she's in a "live fire" situation, so to speak, and further mistakes will come with nastier costs, while new success will almost surely create new opportunities.
If I may, why would you think this particular thing is a serious issue? It doesn't seem to be one to me, so I'm confused why you would lump it into the same category as the "screaming cook" example. It doesn't seem like "railroading" at all, and instead as elaborating the heist in a new, but very plausible, direction.
And then for the "rush to get medical treatment", that...actually seems pretty good to me too, if and only if it is reasonable to assume that the Mistress of Château d'Ys is the kind of person who would use deadly-poisonous traps on a door that, presumably, servants are expected to be using. That is, such a trap would have a pretty high risk of causing fatalities amongst the staff, unless treatment is available nearby. If the Mistress is a cruel and heartless woman who only employs those with unshakable loyalty and professionalism, then perhaps such a trap is warranted; but if she is known as a compassionate employer and generally upstanding person, it would be a pretty major break, making a move that doesn't follow, to describe such a trap. Even if it might sound fun and exciting to introduce such a trap, both "Make a move that follows" and "Begin and end with the fiction" contradict such cavalier actions.
More or less, if this is a reasonable and warranted development, it adds a ticking clock in a different direction. If Lilia is acting alone, now she has a priority even higher than staying stealthy--namely, staying alive. If she isn't acting alone, her comrades have tough choices to make, which likewise ratchets up tension without breaking the fundamental premise. Such a trap would be extremely plausible in a tomb, for example, and I'm pretty sure I've seen at least one tomb-robbing movie where such a thing has in fact happened!
Finally, nothing should be "unilaterally changing"--ever. The rules specify what both sides are contributing. It's not "unilaterally changing" things for the GM to frame a scene. Instead, the GM is, as the text above indicates, making moves in order to prompt player response. I didn't quote the rules for that, but here they are:
When to Make a MoveYou make a move:
- When everyone looks to you to find out what happens
- When the players give you a golden opportunity
- When they roll a 6-
Generally when the players are just looking at you to find out what happens you make a soft move, otherwise you make a hard move.Hence, the GM is making this move, not unilaterally, but because the rules of the game specifically tell them to do so. In this case, specifically because the player rolled a fail (6-, aka "6 or less") and thus the rules tell the GM to make a hard move (or, as I have mentioned, a soft move if that makes more sense). As I have said many times, the GM is bound by rules just as the players are; their rules tend (emphasis, tend) to be more open-ended and (somewhat) fewer in number, of course, but that doesn't suddenly mean the GM should ignore them if they become inconvenient. Very nearly all the time (as in, with seven-plus years of GM experience under my belt and ~3-4 years of previous player experience, I've never seen this pattern break), if a GM rule is inconvenient, it's because you're trying to do something unwise!
I think this made me make a huge realization. I was thinking back to when I myself are happily introducing complications as a GM. I found that the main situation this is happening is when framing a scene. Now an important detail: When I run trad games, I generally hand the players the power to end the scene. Also most of the time they get to indicate where the new scene is, and sometimes what it should be about based on where they are going and why they are going there. This way it feels very explicitly that the players ask me to at this point in time, fill a scene with these parameters with something interesting. So I come up with some complicated situation they can interact with.
So while this is most of the time, there is an important exception: If doing a dungeon crawl I do roll for random encounters and if that come up, I will introduce a complication without the players explicitely asking for it. But I realised that I have never run a dungeon crawl with random encounters without the players having asked for that kind of experience - and in that sense implicitely asked me to introduce complications on semi regular intervals as that is understood to be part of this particular kind of gaming experience. Indeed they want the possibility of random things to happen to spice up the crawl.
And then I realise this is the case also for games that codify fail forward. If a player signs up for such a game with a propper understanding of the rules, they have implicitely asked for the GM to come up with some serious complication. Indeed this is something they want.
And this is what clicked for me now. Before I was looking at it as sort of an out of size punishment for rolling low where the GM was forced to take the game in a different direction than the players want. With this other mindset a different direction is exactly what the players want and signed up for.
And this is also where I think a lot of the hostility in this thread come from. It was presented as something trad GMs are not considering. That when they narrate their task failures in D&D they should seriously consider spicing things up a bit. The thing is, in for instance D&D failure narration is quite well defined. People signing up for it expect failure to only indicate task failure, and that the DM is neutral when determining any fallout, keeping it as grounded and to the point as possible. And importantly: this process is a black box (partly for effectivity reasons).
That mean that if the DM just so happened to start spicing things up with fail forward as part of this blackbox, we would have a situation where the GM start introducing complications without permission or expressed desire from the players. And I think this go strongly against the ethos all the trad GMs in this thread is having. It is this phenomenom I think I was toying with in my head when I felt that there was something that smelt "railroady" about the entire thing.
And I think even those most deeply into the narrative camp can see and understand how introducing fail forward covertly into the black box part of the resolution tastes similarly of foul play as putting the unique ogre into the players path no matter where they try to go.
Thank you again for your very serious and long responses. That really helped motivate me to dig deep in myself, and this realisation really feels profound to me at least.
That leaves the question - what if trad try to introduce FF for their group to see if there could be consensus for trying it out? Me myself don't see any principle problem with it in "trad" in general. I still think it is fully incompatible with a game advertised as a living world. Me personally would not want to play with it in anything but one shots or short adventures, but that is due to my prefered pacing of a campaign (more contemplative and deliberate), not due to any more fundamental problems with the concept.
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