Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arilyn" data-source="post: 7768439" data-attributes="member: 6816042"><p>This is a misunderstanding of fail forward. Fail forward is not invoked to protect the players from losing. It exists to keep the game going. The obvious being failing to find the secret door, which leads to the bulk of the adventure, or failing to find a clue, which will bring the while adventure to a screeching halt. Old modules used to sometimes do this. Everyone blew that secret door check? Adventure over. With fail forward, there is a cost but the adventure can continue. The players can still fail to save the prisoners, or lose to the villain, but they are not going to lose in an anticlimactic way, like just not finding the bad guy's lair at all, or spending hours spinning their wheels cause they missed an important clue through a bad die roll. Failing a secret door check, which just leads to some extra treasure, can be simply left as a failure, since that extra treasure is not vital to the adventure.</p><p></p><p> As far as your D&D example goes, unnecessary combat has traditionally been used as punishment for players tarrying too long or resting in a dangerous location. Yes, there is exp. to be had, but those combats eat away at resources needed for the final showdown. Players who fail to quietly break into a keep, for example, are not celebrating because now they'll get more exp. for fighting guards. If they are looking for guard exp., they were probably, at least, trying to avoid fighting them all at once.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7768439, member: 6816042"] This is a misunderstanding of fail forward. Fail forward is not invoked to protect the players from losing. It exists to keep the game going. The obvious being failing to find the secret door, which leads to the bulk of the adventure, or failing to find a clue, which will bring the while adventure to a screeching halt. Old modules used to sometimes do this. Everyone blew that secret door check? Adventure over. With fail forward, there is a cost but the adventure can continue. The players can still fail to save the prisoners, or lose to the villain, but they are not going to lose in an anticlimactic way, like just not finding the bad guy's lair at all, or spending hours spinning their wheels cause they missed an important clue through a bad die roll. Failing a secret door check, which just leads to some extra treasure, can be simply left as a failure, since that extra treasure is not vital to the adventure. As far as your D&D example goes, unnecessary combat has traditionally been used as punishment for players tarrying too long or resting in a dangerous location. Yes, there is exp. to be had, but those combats eat away at resources needed for the final showdown. Players who fail to quietly break into a keep, for example, are not celebrating because now they'll get more exp. for fighting guards. If they are looking for guard exp., they were probably, at least, trying to avoid fighting them all at once. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
Top