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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Lanefan" data-source="post: 7768473" data-attributes="member: 29398"><p>The conflation between 'danger' and 'failure' in the article is, I suspect, no accident at all.</p><p></p><p>In OS games, danger leads to a risk of failure and failure leads to a risk of danger - they're very often interwoven. There's also no brakes or training wheels put on either one: failure can be just that - a complete dead stop where the only option for the PCs is to completely abandon what's being done and go do something else e.g. an entirely different adventure or mission; and danger can and does include TPK and much more often includes loss of a significant portion of the party - along with magic items, levels, major possessions, and so forth.</p><p></p><p>In NS games, danger is danger and failure is failure, and while one can still lead to the other it's not as clear-cut as with OS. And, in general, the brakes are on: the (IMO horrible!) concept of fail-forward means actual failure - as in a hard 'no' - is quite rare, and the usual options become 'succeed' or 'succeed with complications'; while danger - both in types and severity - has been very much mitigated. There's no more level loss, little if any magic item loss or destruction, and PC death is both rarer and easier to recover from. TPKs are also much less common, with the one bizarre exception of 4e D&D where in touch-and-go situations it seemed parties either all survived or all died.</p><p></p><p>So, where the article references either failure or danger it could just as easily be referring to both at once.</p><p></p><p>For my own part, as both DM and player I don't mind the concept of hard-no failure; if for no other reason than it's realistic: not everything you try will succeed. And if it's the scale of failure of a sort that means the party I play in has to find another adventure, so be it; and if this happens when I'm DM - well, that's why I've always got another adventure or two in reserve. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for OS-level danger - as long as everyone is vaguely equal in their willingness to engage with it and take some risks and occasionally just be reckless, I'm fine with it. But I've come to loathe adventuring with cowards.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7768473, member: 29398"] The conflation between 'danger' and 'failure' in the article is, I suspect, no accident at all. In OS games, danger leads to a risk of failure and failure leads to a risk of danger - they're very often interwoven. There's also no brakes or training wheels put on either one: failure can be just that - a complete dead stop where the only option for the PCs is to completely abandon what's being done and go do something else e.g. an entirely different adventure or mission; and danger can and does include TPK and much more often includes loss of a significant portion of the party - along with magic items, levels, major possessions, and so forth. In NS games, danger is danger and failure is failure, and while one can still lead to the other it's not as clear-cut as with OS. And, in general, the brakes are on: the (IMO horrible!) concept of fail-forward means actual failure - as in a hard 'no' - is quite rare, and the usual options become 'succeed' or 'succeed with complications'; while danger - both in types and severity - has been very much mitigated. There's no more level loss, little if any magic item loss or destruction, and PC death is both rarer and easier to recover from. TPKs are also much less common, with the one bizarre exception of 4e D&D where in touch-and-go situations it seemed parties either all survived or all died. So, where the article references either failure or danger it could just as easily be referring to both at once. For my own part, as both DM and player I don't mind the concept of hard-no failure; if for no other reason than it's realistic: not everything you try will succeed. And if it's the scale of failure of a sort that means the party I play in has to find another adventure, so be it; and if this happens when I'm DM - well, that's why I've always got another adventure or two in reserve. :) As for OS-level danger - as long as everyone is vaguely equal in their willingness to engage with it and take some risks and occasionally just be reckless, I'm fine with it. But I've come to loathe adventuring with cowards. [/QUOTE]
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