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D&D Older Editions, OSR, & D&D Variants
Who's still playing 4E
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<blockquote data-quote="Manbearcat" data-source="post: 6829485" data-attributes="member: 6696971"><p>Regarding Failing Forward:</p><p></p><p>Recently, we've had quite an extensive thread <a href="http://www.enworld.org/forum/showthread.php?473785-Failing-Forward" target="_blank">here </a>for general reference on the technique. As it applies to 4e, the technique is required to be deployed on every single SC where a micro-failure has occurred. All micro-failures must be "forward". "Forward" does not mean failure of the PC's task (eg Atheltics to climb the face of a mountain). It means failure of the player's intent; "climb the face of the mountain <strong><em><u>in order to improve my situation</u></em></strong>." That last part is central. While you may climb the face of the mountain just fine, the situation must change adversely with respect to you realizing your aims. This could be (a) losing precious resources, (b) pursuit gaining, (c) prey putting distance between you and them, (d) some new danger/complication becoming manifest, etc. A new decision-point arises and the fiction evolves with renewed urgency, escalated peril, or impending doom.</p><p></p><p>Something similar happens on micro-successes but with subtle, yet impactful, difference. A new decision-point will still arise for the players as the situation will yet again change. However, the fiction will have evolved such that (1) the player's intent has been realized and (2) "heroic narrative momentum" will be maintained or grown with respect to their positioning relative to the realization of their ultimate goal in the challenge.</p><p></p><p>Failures are just the "Good Guys HPs or Stress Track." Successes are just the "Oppositions HPs or Stress Track."</p><p></p><p>Managing these component parts and dynamically moving the situation along within the narrative structure of Exposition (establishing the situation and the stakes) > Rising Action (framing the PCs directly into the conflict) > Climax > Falling Action (these prior three are the Skill Challenge Framework) > Denouement (the post-resolution story fallout/implications) is where GMing skill lies in 4e noncombat conflict resolution.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6829485, member: 6696971"] Regarding Failing Forward: Recently, we've had quite an extensive thread [URL="http://www.enworld.org/forum/showthread.php?473785-Failing-Forward"]here [/URL]for general reference on the technique. As it applies to 4e, the technique is required to be deployed on every single SC where a micro-failure has occurred. All micro-failures must be "forward". "Forward" does not mean failure of the PC's task (eg Atheltics to climb the face of a mountain). It means failure of the player's intent; "climb the face of the mountain [B][I][U]in order to improve my situation[/U][/I][/B]." That last part is central. While you may climb the face of the mountain just fine, the situation must change adversely with respect to you realizing your aims. This could be (a) losing precious resources, (b) pursuit gaining, (c) prey putting distance between you and them, (d) some new danger/complication becoming manifest, etc. A new decision-point arises and the fiction evolves with renewed urgency, escalated peril, or impending doom. Something similar happens on micro-successes but with subtle, yet impactful, difference. A new decision-point will still arise for the players as the situation will yet again change. However, the fiction will have evolved such that (1) the player's intent has been realized and (2) "heroic narrative momentum" will be maintained or grown with respect to their positioning relative to the realization of their ultimate goal in the challenge. Failures are just the "Good Guys HPs or Stress Track." Successes are just the "Oppositions HPs or Stress Track." Managing these component parts and dynamically moving the situation along within the narrative structure of Exposition (establishing the situation and the stakes) > Rising Action (framing the PCs directly into the conflict) > Climax > Falling Action (these prior three are the Skill Challenge Framework) > Denouement (the post-resolution story fallout/implications) is where GMing skill lies in 4e noncombat conflict resolution. [/QUOTE]
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