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<blockquote data-quote="Balesir" data-source="post: 6830281" data-attributes="member: 27160"><p>As you said yourself, if the characters must reach the city, then you don't make that part of the stakes. In several game styles, however (including sandbox and player-initiated story improvisation) getting to the city may be just one possible path. In these cases, fail forward is about making sure that the party are always on <strong><em>a</em></strong> path that leads somewhere interseting - even if it's not where they originally wanted to get to...</p><p></p><p></p><p>The "no control" element is why I try to make skill challenges all about the players' plan, these days - but other than that isn't this pretty much what combat is often about? The PCs are likely to win (because a high real risk of death leads to very short campaigns, just because of probability multiplication), but it's really about how much damage they take in doing so. I would agree that it is preferable to introduce some more interesting stakes where possible - but "an encounter with some mercenaries hired to delay them" seems pretty much to fit the "something that just expends extra resources (time, consumables, surges, etc)" mould.</p><p></p><p></p><p>Likewise, if you don't want to use it I'm not going to make you, but I think you're missing out on a useful tool.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6830281, member: 27160"] As you said yourself, if the characters must reach the city, then you don't make that part of the stakes. In several game styles, however (including sandbox and player-initiated story improvisation) getting to the city may be just one possible path. In these cases, fail forward is about making sure that the party are always on [B][I]a[/I][/B] path that leads somewhere interseting - even if it's not where they originally wanted to get to... The "no control" element is why I try to make skill challenges all about the players' plan, these days - but other than that isn't this pretty much what combat is often about? The PCs are likely to win (because a high real risk of death leads to very short campaigns, just because of probability multiplication), but it's really about how much damage they take in doing so. I would agree that it is preferable to introduce some more interesting stakes where possible - but "an encounter with some mercenaries hired to delay them" seems pretty much to fit the "something that just expends extra resources (time, consumables, surges, etc)" mould. Likewise, if you don't want to use it I'm not going to make you, but I think you're missing out on a useful tool. [/QUOTE]
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