OptionalRule
Adventurer
Just made a new post about failure in 5e DnD inspired by a number of recent discussions I've seen on twitter recently about it.
When Failure Isn't an Option in 5e
When Failure Isn't an Option in 5e
Very true about the work on the part of the DM. I personally do the best I can but realize that many times I don't have a great idea and I try to move on until I do. It's always a balance between tools and opportunities.Your opening notes about "Failing to Fail" are spot on, and I think its a common mistake for new and veteran DMs alike. Its easy to want to throw a check in there, but sometimes you just start the scene with "and you all see X, person Y tells you Z, and you keep going".
The other option is the "failure advances an alternate plot". If the party doesn't get the clue, the adventure isn't over, but it might change radically. Its a cool way to go but generally a lot more work on the DMs part.
I'm not really sure what that means. I doubt you mean the campaign ends but maybe? Failure can be an end to that strategy, but there has to be come place to go with the game.Good stuff, though I will always keep "failure is an end" in my repertoire. Sometimes, it makes no sense for any story to go on based on the nature of the failure.
This is a problem in pure railroad games. If the PCs get off the tracks, the DM has to get them back on or there is no place to go.But if the story DOESN'T go on, do you end that nights session and send the players home?
Just made a new post about failure in 5e DnD inspired by a number of recent discussions I've seen on twitter recently about it.
When Failure Isn't an Option in 5e