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

It is about degree. Yes, we all know we are rolling to see if we hit. But if we also get to rule to decide what the runes mean or whether the cook appears, we've taken a step further from the character. Greater distance leads to less immersion.

For example, when I create a world as the GM, I do not feel immersed as any character.
In a previous thread some posters testified to reduced feelings of immersion in exploring a setting they themselves created. I cited Tolkien's letter to Auden describing his sense of exploring his own creation, but it didn't land for them.

I experimented with this over several sessions with different players recently, and most loved it while a few bounced off it. Too small a study to observe norms (a dozen players), but I noticed individual tolerances that techniques should take into account. Although Harper confined his observations to AW, his "line" seemed to also speak to this in identifying some detectable differences between cases of setting establishment.

When I create a world as GM, I do feel immersed in it and for me that is a motivating satisfaction. I investigate it from within as an intangible avatar of curiosity and wonder. Not continuously, but submerging into it and climbing out betimes, to deliberate.
 

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I don’t agree that the intent of fail forward is to get the characters to take risks.
Fortunately, that isn't what I wrote.

I too "don’t agree that the intent of fail forward is to get the characters to take risks." It's about what happens once they take that risk. I might say "value" instead of "intent", just on the grounds that one can intend things even mistakenly.
 
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I had a thought regarding one of the cases being much discussed: that of lock picking.

It struck me that when a lock is trapped, simple-fail and fail-forward can converge on the same narration. Both move to consequences.

That might differ in any mode of play that may not establish the trap prior to failing to pick the lock, which can be addressed by making the example one where it's known the lock is trapped going in. A high-stakes situation.
 

I guess my question is: what do you, or @Enrahim, feel that you do not understand about "fail forward" as an approach to resolution.
The finer details that enable meaningful conversation about it.

That is how to reach a sufficiently common understanding of "fail forward" that we avoid conversations of this kind:

A: Avoiding the game stalling by the player getting stuck on a thing is great, and is called fail forward.
B: I agree. I generally never allow retries, and make sure there are always other options to pursuie on a failure, making sure the game never stalls.
A: Wait a second, that is not fail forward because [definition I of fail forward]
B: Oh, then I do not think I like fail forward as it seem to encourage [undesired behavior X]
C: But [undesired behavoir X] is not fail forward because [definition II of fail forward]
D: But [definition II of fail forward] seem to allow [undesired behavior Y] which would not be normally allowed in my game.
E: I do not see the problem with [undesired behavior Y]
D: Explains why [undesired behavior Y] is not working out alongside their preferences.
F: Pointing out that it is perfectly possible to just not get into the problems of [undesired behavior Y] with fail forward because of [definition III of fail forward].
G: Agreeing with F pointing out that fail forward is perfectly ok as simply not allowing retry would be failing foward according to [definition III].
D: Expressing sceptisism is this is indeed fail forward.
G: Reiterating that according to G's understanding just not allowing retry is failing forward.
A: (Having missed some key parts of the context due to the thread moving at breakneck speed) G-s understanding is wrong because as pointed out earlier [reiterate definition I of fail forward].

We are in a situation where there are several ideas of what the word "fail forward" means, and everyone keep replying as if their own understanding of the term is the universally correct understanding of the term, so people keep correcting each other for misuse of the term.
 

No, I am not. Bolded for emphasis:

This was in response to someone else saying:

IOW, Enrahim was saying "characters need to always make the most rational, pragmatic decision possible", because anything else is bad. Hence, characters need to be played such that they always make the most rational, pragmatic choice possible.

It wasn't my argument that characters needed to be like that. Quite the opposite. I think that most people make the best approximation of rationality they can...and that that approximation is often loose even in favorable conditions.
the quoted sentence continues beyond the part you bolded you know:
characters that do exclusively perfectly rational and pragmatic decisions given their set of values, and limited information.
it's not asking for pure logical constructs of rationality, it's asking for characters who make smart well-reasoned decisions that make sense for the circumstances they find themselves in, the information available to them and for what they value as a person and saying that those characters can still find themselves in an interesting story rather than relying on contrived bouts of idiocy or weakness to drive things to happen.
 

the quoted sentence continues beyond the part you bolded you know:

it's not asking for pure logical constructs of rationality, it's asking for characters who make smart well-reasoned decisions that make sense for the circumstances they find themselves in, the information available to them and for what they value as a person and saying that those characters can still find themselves in an interesting story rather than relying on contrived bouts of idiocy or weakness to drive things to happen.
It is, though. Once you have a values-system and input information, nothing but perfect rationality within those bounds is acceptable.

Period.

That's...literally the message being made.

No one can do as I did when I was like thirteen and did a foolish thing that could have hurt my sibling (and definitely did damage stuff in the house, hence what I said). No one can act counter to their own interests because they failed to think through all the consequences of their actions. No one is allowed to react impulsively or emotionally, rather than "perfectly rational and pragmatic". No one can make presumptions when they know they're ignorant, because the first "perfectly rational and pragmatic" action is always to fill any holes in your knowledge that you know exist. No one can be led astray by hollow persuasions, nor can they get an inflated sense of self-importance because someone flattered them (since that would, by definition, be an irrational and un-pragmatic deed.) No one can, for example, continue to operate on prejudice once they have been exposed to the slightest bit of accurate information that questions or challenges such a prejudice. No one can be a genuine hypocrite (rather than a straw hypocrite)--that is, no one can genuinely hold a particular belief, while also acting counter to that belief, rather than merely putting up the false pretense of a belief in order to deceive or coerce others.

The standard set is simply so high, the vast majority of very real human behaviors--behaviors I personally have lived through--cannot be discussed nor described.
 
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The finer details that enable meaningful conversation about it.

That is how to reach a sufficiently common understanding of "fail forward" that we avoid conversations of this kind:

A: Avoiding the game stalling by the player getting stuck on a thing is great, and is called fail forward.
B: I agree. I generally never allow retries, and make sure there are always other options to pursuie on a failure, making sure the game never stalls.
A: Wait a second, that is not fail forward because [definition I of fail forward]
B: Oh, then I do not think I like fail forward as it seem to encourage [undesired behavior X]
C: But [undesired behavoir X] is not fail forward because [definition II of fail forward]
D: But [definition II of fail forward] seem to allow [undesired behavior Y] which would not be normally allowed in my game.
E: I do not see the problem with [undesired behavior Y]
D: Explains why [undesired behavior Y] is not working out alongside their preferences.
F: Pointing out that it is perfectly possible to just not get into the problems of [undesired behavior Y] with fail forward because of [definition III of fail forward].
G: Agreeing with F pointing out that fail forward is perfectly ok as simply not allowing retry would be failing foward according to [definition III].
D: Expressing sceptisism is this is indeed fail forward.
G: Reiterating that according to G's understanding just not allowing retry is failing forward.
A: (Having missed some key parts of the context due to the thread moving at breakneck speed) G-s understanding is wrong because as pointed out earlier [reiterate definition I of fail forward].

We are in a situation where there are several ideas of what the word "fail forward" means, and everyone keep replying as if their own understanding of the term is the universally correct understanding of the term, so people keep correcting each other for misuse of the term.
There may be as many versions as there are game systems. To indicate degree of variation via a few simplified paired alternatives

(A) Consequences of failure must be in sight upfront, justifying roll​
(A') Rolling entails consequences, and roll is justified on other grounds​
(B) Character's action succeeds, and failure is a twist that complicates or derails their intention​
(B') Character's action can succeed or fail, and failure can include the consequences of failing their action​
(C) Trinary outcomes, e.g. succeed, succeed with cost, failure with cost​
(C') Binary outcomes, e.g. succeed, failure with cost​
(D) GM narrates failures​
(D') Player narrates failures​
(E) Success goes as GM describes​
(E') Success goes as player described​

I can think of systems exemplifying every one of these, and some allow switching between them case by case. Additionally, what counts as a consequence varies. Some alternatives are
(1) Consequences can be "soft" or "hard" where the former ordinarily sets up the latter​
(2) Consequences must follow from situation and action to hand in an obvious way​
(3) Consequences can include anything that can be narratively related to situation and action​
(4) Consequences can be anything the group find narratively interesting, even if that's granular or subtle​
(5) Consequences should steadily escalate​
(6) Consequences may de-escalate​
Those could all be summarized as being about change to game state (system, fiction) which brings in a further nuance

(i) No change to system without change to fiction​
(ii) Change to system may happen without change to fiction​
(iii) Change to fiction may happen without change to system​
I'd say iii is quite normal, while cases of ii are often identified as meta-mechanics. The first is sometimes identified as a principle for play.

The above can't be a rigorous or exhaustive deconstruction. Nor does it represent any kind of view or detailed analysis on each component. My aim is only to list without qualitative judgement some features that may be noticed in versions of "fail-forward" in confirmation of your observation that there are multiple definitions.
 
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It is, though. Once you have a values-system and input information, nothing but perfect rationality within those bounds is acceptable.

Period.

That's...literally the message being made.

No one can do as I did when I was like thirteen and did a foolish thing that could have hurt my sibling (and definitely did damage stuff in the house, hence what I said). No one can act counter to their own interests because they failed to think through all the consequences of their actions. No one is allowed to react impulsively or emotionally, rather than "perfectly rational and pragmatic". No one can make presumptions when they know they're ignorant, because the first "perfectly rational and pragmatic" action is always to fill any holes in your knowledge that you know exist. No one can be led astray by hollow persuasions, nor can they get an inflated sense of self-importance because someone flattered them (since that would, by definition, be an irrational and un-pragmatic deed.) No one can, for example, continue to operate on prejudice once they have been exposed to the slightest bit of accurate information that questions or challenges such a prejudice. No one can be a genuine hypocrite (rather than a straw hypocrite)--that is, no one can genuinely hold a particular belief, while also acting counter to that belief, rather than merely putting up the false pretense of a belief in order to deceive or coerce others.

The standard set is simply so high, the vast majority of very real human behaviors--behaviors I personally have lived through--cannot be discussed nor described.
you're extrapolating 'logical and reasoned decisions' far too far down the chain of consequence.
 

The finer details that enable meaningful conversation about it.

That is how to reach a sufficiently common understanding of "fail forward" that we avoid conversations of this kind:

A: Avoiding the game stalling by the player getting stuck on a thing is great, and is called fail forward.
B: I agree. I generally never allow retries, and make sure there are always other options to pursuie on a failure, making sure the game never stalls.
A: Wait a second, that is not fail forward because [definition I of fail forward]
B: Oh, then I do not think I like fail forward as it seem to encourage [undesired behavior X]
C: But [undesired behavoir X] is not fail forward because [definition II of fail forward]
D: But [definition II of fail forward] seem to allow [undesired behavior Y] which would not be normally allowed in my game.
E: I do not see the problem with [undesired behavior Y]
D: Explains why [undesired behavior Y] is not working out alongside their preferences.
F: Pointing out that it is perfectly possible to just not get into the problems of [undesired behavior Y] with fail forward because of [definition III of fail forward].
G: Agreeing with F pointing out that fail forward is perfectly ok as simply not allowing retry would be failing foward according to [definition III].
D: Expressing sceptisism is this is indeed fail forward.
G: Reiterating that according to G's understanding just not allowing retry is failing forward.
A: (Having missed some key parts of the context due to the thread moving at breakneck speed) G-s understanding is wrong because as pointed out earlier [reiterate definition I of fail forward].

We are in a situation where there are several ideas of what the word "fail forward" means, and everyone keep replying as if their own understanding of the term is the universally correct understanding of the term, so people keep correcting each other for misuse of the term.
"Things shouldn't hit a dead end" is a motive for FF. It is not what FF is. "Children should know how to read" is a motive for public schooling; it is not what public schooling is. A given attempt at/implementation of public schooling may or may not fulfill any given motive; any given motive may or may not be a good or sound one for why public schooling should exist. Likewise, "a literate population" is not public schooling, it is an effect of public schooling.

What Fail Forward is is, IMO, quite simple. "When a player attempts an action, all results advance the fictional state in some new direction." Usually, this means that one effect of FF is that, when an action fails, the state of play keeps moving toward...something. That "something" may be good, or bad, or merely different--but whatever it is among those things, it is not functionally unchanged.

Hence, with the locked château servant entrance, it is not Fail Forward to have a failure produce: "You cannot enter by this door. All remains quiet." That is the state of play remaining, functionally, completely unchanged. The characters' motivation remains identical to what it was before: find an entrance, remain undetected. The scenario in which they find themselves remains functionally identical: they are outside the house, not inside. And, since I was specifically told to limit what assumptions I might make and to presume only the barest minimum of anything, this was the only entrance the characters had, so not only have things remained unchanged, they're stuck with no further path forward.

Another common example (not previously used in this thread, to my knowledge) is one where the PCs are trying to stop an occult ritual, perhaps to save a captured victim's life, perhaps to identify the cult members. The characters need to find the secret entrance in order to get to the cultists. There isn't any other way to get to the cultists except to find the entrance. In traditional D&D play, this means you need to reach a certain minimum roll on a Perception check--so we get two situations if we presume failures. Either the characters just all attempt it and fail and then...the adventure just stops. Or, they all keep trying over and over and over and over until finally someone rolls a nat 20 (or whatever) and finds the secret bookcase (or whatever the secret entrance is). Both of these are, generally, understood to be Bad Results, even by those who heavily favor ultra-traditional play approaches. Fail Forward addresses both by saying that a failure doesn't mean they simply cannot find the door at all; instead, it takes a slight step back and asks, "What does failure actually MEAN here?" Here, the party's goal is, as noted, to save a victim, or to unmask the cultists. Hence, a failure of Perception, when they ABSOLUTELY MUST perceive in order to proceed, should not be understood as merely "you simply don't see anything, nothing happens".

Instead, since some kind of success (or perhaps some kind of failure!) is required for things to proceed, failure-vs-success is now a matter of "do you achieve the intent you sought", or to reference Lanefan's suggestion with the unavoidable iceberg, what is the nature of the collision? Is it a minor, glancing blow, something the ship can at least limp back to port to fix, or is it a tremendous, devastating blow that ensures total destruction? The act of treating the hypothetical "Pilot"/"Navigate" roll's success as "you mitigated the problem as best you could, and things might end up bad but survivable", and its failure as "you have turned a serious problem into an unmitigated, immediate disaster"--THAT is what Fail Forward is. Both success and failure advance the fictional state; they just do so in either beneficial or detrimental ways.

Looping back to the "find the secret entrance" example, this means the Perception check isn't--and shouldn't be understood as--"is it possible for you to perceive this?" Because that question is not contributing to play, as success is merely rubber-stamping continued play, and failure is merely bureaucratic hold-up that might evolve into total derailment. Instead, it should be understood in the same way as the hypothetical "Pilot"/"Navigate" roll mentioned above: success vs failure is a measure, here, of your speed in perceiving. This idea, that a roll may sometimes be used purely to succeed on a discrete task, and other times to determine how much you can do or how fast you can do it etc., is perfectly cromulent with some existing D&D rolls, e.g. Acrobatics to determine how quickly you can move along a narrow ledge.

Fail Forward simply means that we make that apply a little bit more broadly. The point of picking a lock is not simply the determination that the lock is open (or not open, for failure). If that were so, most doors would just get broken if they were locked, since that's almost always easier than picking a lock! Instead, just like with the "Piloting the Titanic" example, we care about things a bit further beyond: the overall safety and integrity of the ship, not merely whether the path it takes is the one you wanted it to take. With the lock, generally, one cares about remaining undetected in some way: residents(/guards/servants/etc.) don't know you're there, no visible damage is present, no obvious signs exist to link back to you, etc. Hence, just as "failing this Pilot roll means the Titanic is badly damaged" has been seen as a valid fail-state despite NOT being the instantaneous result of doing the piloting, "failing this Lockpicking check means someone is coming to investigate" seems a reasonable direction to take affairs. In both cases, they immediately lead to a new conflict of some kind, so the state-of-play advances, just in a direction generally undesirable to the characters.
 


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