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 2 and 3 Rules, Pacing, Non-RPGs, and G
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="Lanefan" data-source="post: 7769258" data-attributes="member: 29398"><p>I usually leave consequences (if any other than the obvious) to random roll: did this happen - no? How about this - no? See below for more on what I mean here.</p><p></p><p>Considerably. Thank you.</p><p></p><p>Well, yes, when the outcome is obvious and-or locked-in either way and any roll becomes meaningless.</p><p></p><p>What about when there's only interesting consequences for one of success or failure but not both? Example: searching a room for something specific. Interesting consequences if you find it, but not really if you don't.</p><p></p><p>The problems I see with this are twofold.</p><p></p><p>First, it concatenates what should potentially be two (or more) discrete rolls and-or decisions into one. There are two different things at stake here: can the PC climb the wall, and can the PC keep the gold in the process (with a third being how quietly this can all be done). I'd do it that there'd be a roll for the climb part and also a roll for the holding-on-to-the-gold part, and should things go wrong the player/PC would be given a choice along the lines of a) drop the gold and keep climbing, b) keep the gold and fall, or c) spill a random amount of the gold and try the roll again. I'd also point out that all of these options carry a risk of making some noteworthy noise.</p><p></p><p>Second, it takes away all the other options or choices for what happens should things go wrong because the consequence of failure is now locked in as "you drop the gold". Falling is taken off the table, as is spilling some of the gold, as is the noise factor, and so forth. And no matter what happens the PC's personal escape is also locked in - the PC, on failing the roll, cannot decide to risk staying put with the gold and trying to find another way out, for example, as that decision has been taken out of her hands.</p><p></p><p>I think the word 'forward' is getting in the way here. My original post probably should have said the narrative only wants to move in the direction it's already going - in other words, going with the momentum of the story - and that fail-forward consequences (using the "Yes" or "Yes, but..." model) will rarely if ever deflect or turn the momentum in a different direction. A flat-no fail, on the other hand, either forces the momentum to change direction or stops it outright, forcing the players/PCs (not the DM!) to either find a new direction or to find a way to push it in the direction it was already going.</p><p></p><p>Take off the "despite failure" at the end there and those say exactly the same except the words are in a different order.</p><p></p><p>"The expectation that action continues despite [anything]" is, if applied across the game, a straight-up expectation of continuous action...right? <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></blockquote><p></p>
[QUOTE="Lanefan, post: 7769258, member: 29398"] I usually leave consequences (if any other than the obvious) to random roll: did this happen - no? How about this - no? See below for more on what I mean here. Considerably. Thank you. Well, yes, when the outcome is obvious and-or locked-in either way and any roll becomes meaningless. What about when there's only interesting consequences for one of success or failure but not both? Example: searching a room for something specific. Interesting consequences if you find it, but not really if you don't. The problems I see with this are twofold. First, it concatenates what should potentially be two (or more) discrete rolls and-or decisions into one. There are two different things at stake here: can the PC climb the wall, and can the PC keep the gold in the process (with a third being how quietly this can all be done). I'd do it that there'd be a roll for the climb part and also a roll for the holding-on-to-the-gold part, and should things go wrong the player/PC would be given a choice along the lines of a) drop the gold and keep climbing, b) keep the gold and fall, or c) spill a random amount of the gold and try the roll again. I'd also point out that all of these options carry a risk of making some noteworthy noise. Second, it takes away all the other options or choices for what happens should things go wrong because the consequence of failure is now locked in as "you drop the gold". Falling is taken off the table, as is spilling some of the gold, as is the noise factor, and so forth. And no matter what happens the PC's personal escape is also locked in - the PC, on failing the roll, cannot decide to risk staying put with the gold and trying to find another way out, for example, as that decision has been taken out of her hands. I think the word 'forward' is getting in the way here. My original post probably should have said the narrative only wants to move in the direction it's already going - in other words, going with the momentum of the story - and that fail-forward consequences (using the "Yes" or "Yes, but..." model) will rarely if ever deflect or turn the momentum in a different direction. A flat-no fail, on the other hand, either forces the momentum to change direction or stops it outright, forcing the players/PCs (not the DM!) to either find a new direction or to find a way to push it in the direction it was already going. Take off the "despite failure" at the end there and those say exactly the same except the words are in a different order. "The expectation that action continues despite [anything]" is, if applied across the game, a straight-up expectation of continuous action...right? :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 2 and 3 Rules, Pacing, Non-RPGs, and G
Top