See the edit to my post that you quoted.The first three pages of this thread don't mention fail-forward at all. Did you have something else in mind?
See the edit to my post that you quoted.The first three pages of this thread don't mention fail-forward at all. Did you have something else in mind?
I think the notion of "additional requirement" is misplaced. See this post:Okay. Then to me that would be an additional requirement in the definition of narrativist than rising action. Especially if we are staying close to the literary meaning of rising action.
At least I now know more about what it means to you.
Here is what rising action might look like: a scene with the character coming home, deadlocking their door; a scene with them lying in bed, turning fitfully because they are scared of the perpetrator; a scene in which they take a sleeping tablet to help them fall asleep; then a scene of them lying in bed, asleep, and someone seems to be turning the handle of their bedroom door . . .
Suppose, between the shot of them in bed asleep, and the cut to the turning door handle, I were to include two hours of footage on the model of Warhol's film Sleep. That would not contribute to rising action. It would not be an instance of, or a part of, rising action.
That is exactly the sort of thing that could be said! "The film sets out to have rising action, but gets distracted by lingering shots of military hardware."but it's never said a piece of literature or film doesn't have rising action simply because it spent significant time detailing hardware/logistics/inventory/etc
The sensible thing for Luke to do would not have been to listen to the old wizard and go off to try and save the princess. Instead, he should have turned the rogue droids in to the local imperial magistrate.
The sensible thing for Indiana Jones to do would be to safely sit in his classroom and teach archaeology and history and not go gallivanting across the globe getting involved with gangsters and Nazis and cultists.
The principle to make the characters’ lives not boring doesn’t mean “be a suicidal maniac”… but it does mean taking risks. And that’s something that people do. Especially in adventure fiction.
I get that mitigating risk was kind of baked into D&D early on… but not everyone wants a game that’s been boiled down to a list of best practices where everyone is walking around with 10 foot poles and performing door protocol every time they come to a door. That's not how actual people behave.
It’s encouraging players to make decisions for their characters that are engaging and interesting and drive things forward. To be passionate about their goals and to actively pursue them, even at risk of harm or death.
Touché? If you are looking for theme in trad play a major one tend to be exactly: How much are you willing to risk to reach your ambition?Unless they're risky?
Yes. They happen all the time, and as such has been part of recordings since the dawn of time, fictional or otherwise. That doesn't make them good stories for me. I recognize they are good stories for others. It is the notion that this is somehow required or an "easy way" to make a good story that hits my nerve.But people do that in real life all the time. People make decisions that are not in their own interests. Very often, they may not realize that's what they're doing, or they haven't stopped to consider it, but other times, they know it going in. Sometimes they are literally told that something is bad or wrong and they do it anyway.
We all have done this at one point or another in our lives. Very likely, only with minor consequences... or perhaps we did something stupid and the bad thing that could have happened, didn't. But that doesn't change that people behave this way all the time.
This made me realize something I think might be important. I mindlessly typed "flaw" in a causal everyday usage, not thinking of the established usage in drama. Absolutely! Since antiquity "flaw" in persons have been recognized as a central piece of drama. However in that antique theory we are typically interested in flaws of virtue rather than flaws of reason.No, I think the flaws of people have been foundational to fiction since its inception and will continue to be so. I think your analysis here is skewed in several ways.
And yet they still exist, because as far as I'm concerned we live in a logical universe.
Self replying as I realise this is worth a seperate post. Dramas and literature have (typically) only one author. Making sure the characters are not just representations of (aspects) of you, the author, seem in such a context to be quite important writing advice for several reasons. One of them is that interesting drama tend to happen naturally when different multifaceted characters meet up.So that is my question now: Might it be that what is commonly refered to as "flaws" in the context of drama advice is actually refering to what in more normal parlance would be more natural to think of as "deviations from the author/writer's own ideals"? Is this well known in art circles that that is indeed the way the advice about flawed characters is meant to be understood? Is it indeed well understood to mean this even among the happy hobbyists in this forum, and that I happen to be the hard science nerd that just haven't gotten the picture?
This is the reason I haven't and won't give any examples of literature I think do not use flaws of rationality as a plot mechanism. It is always possible to make any action irrational or insensible if you just impose the wrong valueset onto it.The sensible thing for Luke to do would not have been to listen to the old wizard and go off to try and save the princess. Instead, he should have turned the rogue droids in to the local imperial magistrate.
In other words, what can actually character flaws bring to the table in terms of making a "good story" in an rpg setting?
What's your rationale for successful lockpicking attempts making no noise? Because if both success and failure make noise, then noise isn't a result of the failed attempt.
If you cast a silence spell it is. If not, metal on metal and the clicking of the lock tumbles is going to happen no matter how good you are.
Also, the same caution happens on a failed attempt as with a successful one, so the noise will not be significantly more on a failed attempt. Since the same caution is happening, all that really should result is the failure to open the lock. The noise levels will be about the same for both success and failure.
You picking up on the noise would not be a direct result of the fall, since if you weren't there it wouldn't happen. A direct result happens regardless.
The branch making noise would be a direct result, as that noise happens no matter what. You hearing that noise is a step removed since you may or may not be there, while the noise happens no matter what.
Another example. Fire burning you because you put your hand in it is a direct result. Fire causing your house to collapse is a direct result. You being hurt by that collapse is an indirect result of the fire. The fire only directly affected the house.
The mechanic represents a step.
Like fluff and lore needing to match in the game, the rule names and what the rules actually do should actually match. When they are completely different, it's, well, dumb.
The name of the mechanic is stealth in 5e for when you are sneaking, not hamburger. If they named it hamburger, it would be dumb.
Maybe. Some games do. Some games don't.
Yes they are. By virtue of playing the game, those characters' lives are interesting. Nothing further need be done, especially through a rule with a name that has nothing to do with the advice it gives
It isn't. Luke's life was exciting, even though he went to get training, which from the look on Luke's face, was often boring.
First you make the case for why I should respond to this strawman. Not one person has argued that games should be boring.
Touché? If you are looking for theme in trad play a major one tend to be exactly: How much are you willing to risk to reach your ambition?
Risk/reward and push your luck are popular terms when talking about this kind of play for a reason.