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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Enrahim" data-source="post: 9698144" data-attributes="member: 7025577"><p>Yes.</p><p></p><p>No.</p><p></p><p></p><p>So the quote indicates that there is <em>one</em> clear narrative direction that need to be singled out for failure before the dice are rolled? In that case I agree the former excludes fail with no retry, but the latter (before dice are rolled) do not seem to have been explicitelty fulfilled in any of the examples <em>I can remember off the top of my head right now</em>. It might have been an omission for brevity, but if this part is essential for the very definition of FF it seem a bit weird to omit when explaining it to someone fully new (and sceptical) to the concept.</p><p></p><p>Not actual play. Abstract situation that is common in a certain kind of play: There is a myriad of known options that the players has indicated would be interesting to explore. They settle on first trying to pick a lock. Picking the lock fails. Would simply disalowing retry (complication) pushing <em>the players to chose</em> a different option be an example of fail forward <em>as a general concept</em>? It would (presumably) not be an acceptable complication in BW. But it contrasts nicely with "no meaningful time passes, and you can just keep rolling until you succeed".</p><p></p><p>You sort of lost me here. I am not sure what example you have in mind. But I do not think the situation you describe is relevant for my question beyond being a facinating edge case.</p></blockquote><p></p>
[QUOTE="Enrahim, post: 9698144, member: 7025577"] Yes. No. So the quote indicates that there is [I]one[/I] clear narrative direction that need to be singled out for failure before the dice are rolled? In that case I agree the former excludes fail with no retry, but the latter (before dice are rolled) do not seem to have been explicitelty fulfilled in any of the examples [I]I can remember off the top of my head right now[/I]. It might have been an omission for brevity, but if this part is essential for the very definition of FF it seem a bit weird to omit when explaining it to someone fully new (and sceptical) to the concept. Not actual play. Abstract situation that is common in a certain kind of play: There is a myriad of known options that the players has indicated would be interesting to explore. They settle on first trying to pick a lock. Picking the lock fails. Would simply disalowing retry (complication) pushing [I]the players to chose[/I] a different option be an example of fail forward [I]as a general concept[/I]? It would (presumably) not be an acceptable complication in BW. But it contrasts nicely with "no meaningful time passes, and you can just keep rolling until you succeed". You sort of lost me here. I am not sure what example you have in mind. But I do not think the situation you describe is relevant for my question beyond being a facinating edge case. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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