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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="SableWyvern" data-source="post: 9678190" data-attributes="member: 1008"><p>On a slightly different point, this comment helped me identify more clearly the problem I have with fail forward in a more grounded game.</p><p></p><p>Using a typical fail forward type of resolution system, if the PCs are picking a lock, the expected outcomes are likely to be:</p><ul> <li data-xf-list-type="ul">We get through the door and get closer to our objective. (Success)</li> <li data-xf-list-type="ul">We get through the door and get closer to our objective but also discover some interesting complication. (Success with complication)</li> <li data-xf-list-type="ul">We don't get through the door, but something else interesting occurs; or we do get through the door, but something interesting and very bad happens. (Fail forward).</li> </ul><p>In my mind, I can't help but see that the game world is responding to character decisions with interesting outcomes, which makes it feel like a world that exists to do things the players find interesting. But that's not how the real world works. Making a decision to act doesn't mean something interesting happens. Sometimes, the door just stays locked.</p><p></p><p>I'm sure it's possible to disassociate those things -- just because the <em>player</em> decision led to a roll that led to something interesting happening doesn't mean that the interesting event is actually tied to the <em>character</em> decision. But it certainly <em>feels</em> that way to me, and that's typically not the feeling I want.</p><p></p><p>Interestingly, I'm completely OK with the Unusual Event results in Rolemaster, which are basically failure with an interesting complication (and predate AW by 15-odd years) but this is largely because they are rare (literally 1-in-100) outliers, which makes it much easier for me to rationalise them as "unexpected coincidence" rather than business as usual.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 9678190, member: 1008"] On a slightly different point, this comment helped me identify more clearly the problem I have with fail forward in a more grounded game. Using a typical fail forward type of resolution system, if the PCs are picking a lock, the expected outcomes are likely to be: [LIST] [*]We get through the door and get closer to our objective. (Success) [*]We get through the door and get closer to our objective but also discover some interesting complication. (Success with complication) [*]We don't get through the door, but something else interesting occurs; or we do get through the door, but something interesting and very bad happens. (Fail forward). [/LIST] In my mind, I can't help but see that the game world is responding to character decisions with interesting outcomes, which makes it feel like a world that exists to do things the players find interesting. But that's not how the real world works. Making a decision to act doesn't mean something interesting happens. Sometimes, the door just stays locked. I'm sure it's possible to disassociate those things -- just because the [I]player[/I] decision led to a roll that led to something interesting happening doesn't mean that the interesting event is actually tied to the [I]character[/I] decision. But it certainly [I]feels[/I] that way to me, and that's typically not the feeling I want. Interestingly, I'm completely OK with the Unusual Event results in Rolemaster, which are basically failure with an interesting complication (and predate AW by 15-odd years) but this is largely because they are rare (literally 1-in-100) outliers, which makes it much easier for me to rationalise them as "unexpected coincidence" rather than business as usual. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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