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<blockquote data-quote="I'm A Banana" data-source="post: 7651576" data-attributes="member: 2067"><p>"Falling forward" is the notion that failing a check or a challenge doesn't change the arc of the game as much as it informs the things that happen along the way. You can think of it like watching a TV show: you know the Doctor (or whoever) is going to be fine at the end of the episode, the question is more what happens between Point A and Point B. </p><p></p><p>The classic example is climbing a cliff: you don't fall and die if you fail, you just encounter some hazard or difficulty or problem on the way up. </p><p></p><p>You can apply this to goals if you presume that success is going to happen (to get a nice character arc), but that PC's might determine the path or nature of that success. It's not a matter of IF the character achieves vengeance, it's just a matter of, perhaps, if they lose themselves in the process, or if they wreak a lot of destruction on the way. </p><p></p><p>Personally, this feels a bit weak sauce to me most of the time, but I'm big into dramatic swings in action. It makes a better story if you use it generally, because narratives have a somewhat inexorable arc.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7651576, member: 2067"] "Falling forward" is the notion that failing a check or a challenge doesn't change the arc of the game as much as it informs the things that happen along the way. You can think of it like watching a TV show: you know the Doctor (or whoever) is going to be fine at the end of the episode, the question is more what happens between Point A and Point B. The classic example is climbing a cliff: you don't fall and die if you fail, you just encounter some hazard or difficulty or problem on the way up. You can apply this to goals if you presume that success is going to happen (to get a nice character arc), but that PC's might determine the path or nature of that success. It's not a matter of IF the character achieves vengeance, it's just a matter of, perhaps, if they lose themselves in the process, or if they wreak a lot of destruction on the way. Personally, this feels a bit weak sauce to me most of the time, but I'm big into dramatic swings in action. It makes a better story if you use it generally, because narratives have a somewhat inexorable arc. [/QUOTE]
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