Faolyn
(she/her)
In a typical fail-forward/narrative game, the GM isn't reluctantly acknowledging anything. If the PC hedges their bets and decides to find another way, great! The game will continue from there instead of from here.Right, I don't really think that's a bad thing, so much as the earseeker was a stupid escalation that led to weird results. Fundamentally, I want players to come up with procedures to resolve problems as safely as possible. My ideal state as a GM is reluctantly acknowledging the player has successfully hedged all their bets and my villain does die in a rockslide and can't do anything about it.
Right, I'm not confused about how the GM would apply these techniques, I'm talking about the resulting game loop. Fail forward mostly seems to serve to undermine the gameplay value of player decision making, by cutting off both the value of good and bad decisions. Keeping the game moving is, for me, a lower priority than letting players make impactful decisions that lead to them getting the outcome they want or not, and my point is that the two things are in tension.
But no, it doesn't undermine player decision making or cut any of them off. And keeping the game moving doesn't mean that the players automatically go from A to B to C to D to E. It means that if the players are stopped at B, they won't have to turn around and go home in order to hire someone who can do the job for them, or spend two and a half sessions getting through there. It means that something will happen--both things @Lanefan has said has happened in his games.
...I don't know where the rockslide came from, though.