Tony Vargas
Legend
I was trying to hold up a darkly sarcastic mirror to the (miss)use of those terms, yes.Pretty sure it was clear that he was echoing things he knew were nonsense... but which seem to be "common understanding".
I was trying to hold up a darkly sarcastic mirror to the (miss)use of those terms, yes.Pretty sure it was clear that he was echoing things he knew were nonsense... but which seem to be "common understanding".
I think the idea of "being stuck at a closed door" is mostly a feature of GM-driven/railroad play. In "story now" play, the story just is that the PCs didn't go through that door, so some other thing happened.
I don't know what Matt Colville has to say about it, but the structure of a skill challenge serves the same purpose as the structure of combat resolution: it establishes a mechanical finality which means that the outcomes are driven by player actions declarations and their resolution, rather than the GM's opinion as to where the fiction should go next.
Do you think this is true of combat also - that it makes no difference adjudicating combat as hp attrition, or adjudicating combat via a GM's freeform opinion of when the players have done enough to defeat their enemies?I dont really see that the DM picking an arbitary number of successes before the narrative begins has any relation to the outcome excpet by adding an extra level of gamification to the narrative. The Players actions are going to drive the narrative in any case and the DMs opinion is always going to be a factor.
This is another example of terminology drift.In a 'fail forward' paradigm, not being able to open the door gets you (with some added difficulty/consequence) to where getting through the door would have (for instance, while you're unsuccessfully tyring to open the door, an enemy patrol you were hoping to avoid comes through it, and you have to silence them quickly or the jig is up).
In a linear adventure, where there is no adventure but through the door, /forward/ would be more litteral. But, sure, more broadly, point taken.As Luke Crane presents it, the forward in "fail forward" is not that the PC gets to go forward in the desired direction. It's that the events of play keep going forward, although in some way that is at odds with the player's intent in having declared the action.
I rather like that one.In the 13th Age rulebook, the description of "fail forward" goes on:
A more constructive way to interpret failure is as a near-success or event that happens to carry unwanted consequences or side effects. The character probably still fails to achieve the desired goal, but that’s because something happens on the way to the goal rather than because nothing happens.
I suppose that, with 5e, the penduulum has swung back to more DM-directed styles...But the more recent, and increasingly common, "success with complications" notion of "fail forward" is a technique for facilitating GM pre-authored storylines, by ensuring that no "unpassable" obstacles get in their way.
Mmmhmm, I am not sure I would put it down to willful ignorance. There are definitions of Games, Narrative and Simulation already that do not seems to match 100% with your definitions.
Thank you for taking the time to explain. I can certainly see how some of those features framed in a different context can look the way you say. Certainly looking at some of the encounters that @iserith has created gives me more appreciation of the type of thing that you can do with a well crafted encounter.
From my perspective, the fact that 4e plays so well to this type of set piece encounter means that it would play much better in a railroad type adventure where every encounter is well crafted in advance. The 3 room Delve format of adventures for example rather then a free form Cave of Chaos adventure.
I know that in my group the skill challenge mechanic felt more like using your skills to solve a puzzle rather then using them in a Narrative sense, which is why I would have classified it as a Gameist mechanic rather then a Narrative one. I know that in my experience there was very much a feeling of looking through your Skills to find the best one and then trying to somehow fit that to the situation, very much the opposite of eschewing any kind of predetermined plot.
In any case it is very interesting to try and look at these situations from a different angle.
In a linear adventure, where there is no adventure but through the door, /forward/ would be more litteral. But, sure, more broadly, point taken.
There are definitely degrees of Railroading. Honestly I dont see anything wrong with the DM saying that they have brought this Adventure path and who wants to jump on the Adventure train. There is still plenty of Player agency within the concept to have fun as long as you are not bringing a Paladin to a Pirate fight.
I have seen a lot of advice re: Skill Challenges and seen a few videos I think Matt Colvile did one or two. Honestly I am not sure what the set structure brings to the table that makes it better then just playing out the Narrative as it comes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.