The definition of strawman "An
informal fallacy of refuting an argument different from the one actually under discussion, while not recognizing or acknowledging the distinction." I never said it was a good example. I brought it up as an example that I had found so that we could discuss a detailed example in D&D instead of talking about how it works in other games that have different approaches and assumptions.
Stop sea-lioning me on this.
You keep bringing up one bad example (instead of all the
good examples that can be found by googling it, which you claim to have done), and you're saying
I'm sealioning?
Yeah, no.
(Also, sealioning is constantly harassing people for evidence... which is what you're doing by constantly demanding people defend the cook that they've already said is a poor example and provide you with more examples.)
The issue that people have is that it assumes that there is a cook active and in the vicinity at all hours of the day.
No. Just when the PCs are there. The rest of the time, the entire house, for all practical purposes, ceases to exist. Unless you as the GM are actually keeping up-to-the-minute notes about it both before and after the PCs are done, of course.
If the PCs are only going to this house at 2AM and you're absolutely positive that the cook should be asleep at that time and not sleeping close enough to the kitchen door to hear, then they're asleep and won't hear the PCs should they fail.
Then you pick a different consequence. I don't know how many times I have to say this.
As a DM I set up interesting obstacles and scenarios when planning. I am not being particularly neutral in my judgment here.
Are you being particularly antagonistic, in the sense of doing things like putting out obstacles that are nearly impossible to beat, like they require a nat 20 or that the players memorize twenty different steps? No? Are you actually putting out obstacles that it's reasonable (not easy; reasonable) that the players can defeat? Then you're being neutral. Are you putting out obstacles that are both reasonable for the players to defeat and it will be
really cool when it happens? Then you're being a fan of the players.
I'm thinking about how I'm going to handle the boring bits using minimal game time, if it makes sense in-world for there to be a threat to great for them to handle how do I broadcast that they should avoid it and how, and finally the bits and pieces we're going to play out. So those bits and pieces we're going to play out should be challenging, interesting, and just as important not be gated behind a single roll so I need to consider multiple options. If I think there even is a cook, I may make some notes about servants quarters and whatnot such how they're going to react (not all servants are going to be fond of their employer and so on) to intruders.
Sure, and this fails to address what you do if you're improvising--and in those cases, you've said you would, in fact, improvise. Which means that you may end up putting someone somewhere where you might not put them if you were thinking, or overthinking, about it during prep.
There are some situations where I can see fail forward could apply, although most of those for me I would consider partial success or success at a cost.
Which is
exactly what fail forward is. Same concept, different names.
So the player rolls high enough to break down the door but takes a bit of damage doing it. But there's still the chance that they could just not be able to break down the door. For example I don't know how I'd fail forward if the player needed to make a knowledge check to a mystery.
Incomplete information. Incomplete information plus a red herring.
There are other cases where, like with lock picking, the sleight of hand check was done to see if the character could pick the lock quickly and they may fail. If I think they are capable of opening the lock if given enough time they have the option of rolling to see how long it will take, but that extra time increases the chance of being noticed. The big difference to me is that I see those as separate action declarations made by the player, their declared action didn't work so they have multiple other possibilities including fiddling with the lock until it does work.
I understand the concept of fail forward and in games that don't have the same core assumptions of the effect being directly tied to the cause that D&D does, it would be easier to implement. If I was playing a game where failure could mean bad karma, that bad karma could have influence other than a lock just stubbornly remaining locked. I am someone who needs concrete examples sometimes,
As am I, and to get them I have read narrative games.