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	<title>Comments on: Fail? Can the world survive failure?</title>
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		<title>By: The Stray7</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2233</link>
		<dc:creator>The Stray7</dc:creator>
		<pubDate>Wed, 10 Sep 2008 18:40:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2233</guid>
		<description>This is an interesting article, and I&#039;d like to share an anecdote from our long-running D&amp;D game.

The players were trying to infiltrate the lair of a cult of demon-worshipers who were in the middle of preparing for some sort of major ritual...and they were not doing so hot. They had managed to get captured, then engineered an escape and recover their arms and equipment. They decided to try and mess up the cult&#039;s ritual, but (long story short) luck was not with them, and the cult succeed in its ritual.  The result was one character dead, the other at the mercy of the surviving cultists, and the other two wound up fleeing for their lives.

This was midway between &quot;medium&quot; failure and &quot;catastrophic,&quot; as the cult&#039;s goal was horrible, but not earth-shattering, so I went with what the article calls the &quot;Not as big as you think&quot; option. The tone of the game changed, and this period became akin to our campaign&#039;s version of &quot;The Empire Strikes Back,&quot; with the heroes on the ropes for a while afterward. It worked out fairly well in the long run.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2233&#039;,&#039;The Stray7&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is an interesting article, and I&#8217;d like to share an anecdote from our long-running D&amp;D game.</p>
<p>The players were trying to infiltrate the lair of a cult of demon-worshipers who were in the middle of preparing for some sort of major ritual&#8230;and they were not doing so hot. They had managed to get captured, then engineered an escape and recover their arms and equipment. They decided to try and mess up the cult&#8217;s ritual, but (long story short) luck was not with them, and the cult succeed in its ritual.  The result was one character dead, the other at the mercy of the surviving cultists, and the other two wound up fleeing for their lives.</p>
<p>This was midway between &#8220;medium&#8221; failure and &#8220;catastrophic,&#8221; as the cult&#8217;s goal was horrible, but not earth-shattering, so I went with what the article calls the &#8220;Not as big as you think&#8221; option. The tone of the game changed, and this period became akin to our campaign&#8217;s version of &#8220;The Empire Strikes Back,&#8221; with the heroes on the ropes for a while afterward. It worked out fairly well in the long run.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2230</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 10 Sep 2008 17:56:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2230</guid>
		<description>Martin: GUMSHOE sounds interesting, but also a lot like my shelf of unplayed indie books that grows, never shrinking. If I had players chomping for CoC, I might pick it up to see if it&#039;s a better system for the adventure I plan on running... but I&#039;ve bought too many games that cry out for play.

Swordgleam: I&#039;m glad you and Fang worked out most of the issue. I like your sidequest suggestion-- you&#039;re right, it&#039;s a good solution and gets things rolling again.  [In fact, I edited it into the post above.]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2230&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Martin: GUMSHOE sounds interesting, but also a lot like my shelf of unplayed indie books that grows, never shrinking. If I had players chomping for CoC, I might pick it up to see if it&#8217;s a better system for the adventure I plan on running&#8230; but I&#8217;ve bought too many games that cry out for play.</p>
<p>Swordgleam: I&#8217;m glad you and Fang worked out most of the issue. I like your sidequest suggestion&#8211; you&#8217;re right, it&#8217;s a good solution and gets things rolling again.  [In fact, I edited it into the post above.]
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		<title>By: Fang Langford</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2226</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Wed, 10 Sep 2008 13:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2226</guid>
		<description>@Swordgleam: You are very right!  By plot, I mean a specific series of scenes leading to a planned goal.  If you mean plot as in the general movement of the game, we&#039;re all good.

Thanks for responding!
Fang
&lt;a href=&quot;http://scattershotgames.com/scatterwiki&quot; rel=&quot;nofollow&quot;&gt;Scattershot Role-Playing Game&lt;/a&gt;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2226&#039;,&#039;Fang Langford&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Swordgleam: You are very right!  By plot, I mean a specific series of scenes leading to a planned goal.  If you mean plot as in the general movement of the game, we&#8217;re all good.</p>
<p>Thanks for responding!<br />
Fang<br />
<a href="http://scattershotgames.com/scatterwiki" rel="nofollow">Scattershot Role-Playing Game</a>
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		<title>By: Ludus Novus :: Alternatives to Failure</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2225</link>
		<dc:creator>Ludus Novus :: Alternatives to Failure</dc:creator>
		<pubDate>Wed, 10 Sep 2008 12:07:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2225</guid>
		<description>[...] Martin over at  posted yesterday about failure in tabletop roleplaying games. Or rather, the alternatives to simple failure. There&#8217;s any number of reasons why players of [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2225&#039;,&#039;Ludus Novus :: Alternatives to Failure&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Martin over at  posted yesterday about failure in tabletop roleplaying games. Or rather, the alternatives to simple failure. There&#8217;s any number of reasons why players of [...]
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2223</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Wed, 10 Sep 2008 03:34:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2223</guid>
		<description>@Fang: That makes a bit more sense, then; thanks for clarifying. 

I do think that there are reasons other than wanting to keep a certain plot on track for trying to prevent a failure. I&#039;m not of the opinion that players need to win all the time for the game to be fun, but some failures aren&#039;t worth it in terms of payoff.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2223&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Fang: That makes a bit more sense, then; thanks for clarifying. </p>
<p>I do think that there are reasons other than wanting to keep a certain plot on track for trying to prevent a failure. I&#8217;m not of the opinion that players need to win all the time for the game to be fun, but some failures aren&#8217;t worth it in terms of payoff.
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		<title>By: Fang Langford</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2222</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Wed, 10 Sep 2008 01:30:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2222</guid>
		<description>Hi Swordgleam, there&#039;s no disagreement.

I said that when one has a plot that can be stopped by a failure, it meant that one was railroading.  If there isn&#039;t a plot to be foiled, there is no railroading.

Don&#039;t get me wrong; handled well, railroading is actually a very enjoyable game.  It takes a lot of work and a great judge of people&#039;s reactions, but it is more than doable.

&lt;a href=&quot;http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/&quot; rel=&quot;nofollow&quot;&gt;The idea I&#039;m floating&lt;/a&gt; is that &#039;recovering&#039; from a failure means it isn&#039;t a failure.  You might call it a setback, but I call it &lt;a href=&quot;http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/&quot; rel=&quot;nofollow&quot;&gt;a complication&lt;/a&gt;.

If they fail to defend the village, sure they&#039;ll feel like it&#039;s a failure, but its a trivial to change the threat...&lt;a href=&quot;http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/&quot; rel=&quot;nofollow&quot;&gt;the complication&lt;/a&gt;...from defending one village to defending them all.  Ta-da!  Instant villain.  The game simply becomes more complicationed, nothing is failed.

Fang&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2222&#039;,&#039;Fang Langford&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hi Swordgleam, there&#8217;s no disagreement.</p>
<p>I said that when one has a plot that can be stopped by a failure, it meant that one was railroading.  If there isn&#8217;t a plot to be foiled, there is no railroading.</p>
<p>Don&#8217;t get me wrong; handled well, railroading is actually a very enjoyable game.  It takes a lot of work and a great judge of people&#8217;s reactions, but it is more than doable.</p>
<p><a href="http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/" rel="nofollow">The idea I&#8217;m floating</a> is that &#8216;recovering&#8217; from a failure means it isn&#8217;t a failure.  You might call it a setback, but I call it <a href="http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/" rel="nofollow">a complication</a>.</p>
<p>If they fail to defend the village, sure they&#8217;ll feel like it&#8217;s a failure, but its a trivial to change the threat&#8230;<a href="http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/" rel="nofollow">the complication</a>&#8230;from defending one village to defending them all.  Ta-da!  Instant villain.  The game simply becomes more complicationed, nothing is failed.</p>
<p>Fang
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2221</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Tue, 09 Sep 2008 23:52:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2221</guid>
		<description>I&#039;d have to disagree with those saying that if it&#039;s possible for the party to fail, it means you&#039;re railroading or an immature group. (At least, that&#039;s how I read it; apologies if I&#039;m misunderstanding.) The GM doesn&#039;t have to create a goal for it to be something the players want to accomplish, and if they fail at that, that&#039;s a failure. Just because the players would rather kick ass than tell a more moving story doesn&#039;t mean they&#039;re immature.

They can fail at defending the village. Maybe it&#039;s okay in your world for the village to get demolished, but if it&#039;s a site-based adventure where everyone has a lot invested in the village, then that&#039;s going to suck. It could lead to some great storytelling as the PCs seek to rebuild the village/redeem themselves/get vengeance, but it&#039;s still a failure. Of course, you could just make it clearly impossible for the village to be destroyed, but suspending disbelief over that is harder than suspending disbelief over a one-time deus ex to turn the tide of the battle.

The question is, are you more concerned with recovering from failures (turning it into a good plot point) or preventing them (keeping the village intact)?

I&#039;m not going to argue about whether or not the former option is a more &quot;mature&quot; perspective, but even if it is, I don&#039;t think that invalidates the latter. Sometimes GMs or groups would rather not have certain failures happen, and options for avoiding such failures are not a bad thing.


On a more productive note, the only option I can think of that you might be missing, especially for medium failures, is sidequest. The villain has the PCs at his mercy.. and says, &quot;I was going to have to expend some minions fetching the Orb of Pain from the Dread Caverns, but now that you&#039;re here, you can do it. Bring it back for me, or I&#039;ll kill [the PC whose player is gone this week/NPC you like].&quot; The villain didn&#039;t really take the last ship - there&#039;s a swift pirate cruiser hidden behind an asteroid nearby, but if the players want to borrow that ship, they&#039;ll have to make it worth the pirates&#039; while. They didn&#039;t create the vaccine, but they hear about a scientist who was working on a parallel project, and only needs a certain very rare serum to transform his forumula into the vaccine they need.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2221&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;d have to disagree with those saying that if it&#8217;s possible for the party to fail, it means you&#8217;re railroading or an immature group. (At least, that&#8217;s how I read it; apologies if I&#8217;m misunderstanding.) The GM doesn&#8217;t have to create a goal for it to be something the players want to accomplish, and if they fail at that, that&#8217;s a failure. Just because the players would rather kick ass than tell a more moving story doesn&#8217;t mean they&#8217;re immature.</p>
<p>They can fail at defending the village. Maybe it&#8217;s okay in your world for the village to get demolished, but if it&#8217;s a site-based adventure where everyone has a lot invested in the village, then that&#8217;s going to suck. It could lead to some great storytelling as the PCs seek to rebuild the village/redeem themselves/get vengeance, but it&#8217;s still a failure. Of course, you could just make it clearly impossible for the village to be destroyed, but suspending disbelief over that is harder than suspending disbelief over a one-time deus ex to turn the tide of the battle.</p>
<p>The question is, are you more concerned with recovering from failures (turning it into a good plot point) or preventing them (keeping the village intact)?</p>
<p>I&#8217;m not going to argue about whether or not the former option is a more &#8220;mature&#8221; perspective, but even if it is, I don&#8217;t think that invalidates the latter. Sometimes GMs or groups would rather not have certain failures happen, and options for avoiding such failures are not a bad thing.</p>
<p>On a more productive note, the only option I can think of that you might be missing, especially for medium failures, is sidequest. The villain has the PCs at his mercy.. and says, &#8220;I was going to have to expend some minions fetching the Orb of Pain from the Dread Caverns, but now that you&#8217;re here, you can do it. Bring it back for me, or I&#8217;ll kill [the PC whose player is gone this week/NPC you like].&#8221; The villain didn&#8217;t really take the last ship &#8211; there&#8217;s a swift pirate cruiser hidden behind an asteroid nearby, but if the players want to borrow that ship, they&#8217;ll have to make it worth the pirates&#8217; while. They didn&#8217;t create the vaccine, but they hear about a scientist who was working on a parallel project, and only needs a certain very rare serum to transform his forumula into the vaccine they need.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2220</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Tue, 09 Sep 2008 22:31:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2220</guid>
		<description>GUMSHOE is used in the excellent &lt;em&gt;Trail of Cthulhu&lt;/em&gt; RPG, and it seems like a great solution for investigative games (which CoC/ToC always are). I highly recommend checking it out if you run mystery/clue-driven campaigns -- the mechanics seem like they&#039;d be reasonably easy to drift into other systems, and the concepts are great even if you ignore the mechanics.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2220&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>GUMSHOE is used in the excellent <em>Trail of Cthulhu</em> RPG, and it seems like a great solution for investigative games (which CoC/ToC always are). I highly recommend checking it out if you run mystery/clue-driven campaigns &#8212; the mechanics seem like they&#8217;d be reasonably easy to drift into other systems, and the concepts are great even if you ignore the mechanics.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2219</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 09 Sep 2008 20:42:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2219</guid>
		<description>Bryan: I like the mishaps rule in d6 Star Wars (though 1 in 6 seems too often)-- mishaps, like the sneaking on Endor example in the book, can really shake up a campaign.  [I disliked some of the supplement attempts to codify mishaps as weapon jams and the like-- an occasional weapon jam is good, but mishaps need more creativity to encourage viewing them as &quot;strange&quot; not hostile.]

Cole: Thanks; though plot holes and failure abound in modules... you really have to watch out for them, be ready to improvise, or proofread it for unexpected weaknesses.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2219&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Bryan: I like the mishaps rule in d6 Star Wars (though 1 in 6 seems too often)&#8211; mishaps, like the sneaking on Endor example in the book, can really shake up a campaign.  [I disliked some of the supplement attempts to codify mishaps as weapon jams and the like-- an occasional weapon jam is good, but mishaps need more creativity to encourage viewing them as "strange" not hostile.]</p>
<p>Cole: Thanks; though plot holes and failure abound in modules&#8230; you really have to watch out for them, be ready to improvise, or proofread it for unexpected weaknesses.
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		<title>By: Cole</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2218</link>
		<dc:creator>Cole</dc:creator>
		<pubDate>Tue, 09 Sep 2008 19:19:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2218</guid>
		<description>I believe, as Fang as pointed out, that an experienced GM does not have such thing as failure in his plots.  What he has is a change in the story.  

I think the examples listed by Scott are valid examples on how to make the necessary changes to the plot.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2218&#039;,&#039;Cole&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I believe, as Fang as pointed out, that an experienced GM does not have such thing as failure in his plots.  What he has is a change in the story.  </p>
<p>I think the examples listed by Scott are valid examples on how to make the necessary changes to the plot.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2216</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 09 Sep 2008 18:33:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2216</guid>
		<description>@Scott: You raise several good points about failure. I will just add that in my experience, many excellent campaign moments over the years have been direct results of player failure or mishaps. Watching the players overcome adversity and dig themselves out of a hole (sometimes self-created) can result in a very rewarding story arc.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2216&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Scott: You raise several good points about failure. I will just add that in my experience, many excellent campaign moments over the years have been direct results of player failure or mishaps. Watching the players overcome adversity and dig themselves out of a hole (sometimes self-created) can result in a very rewarding story arc.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2215</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Tue, 09 Sep 2008 17:41:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2215</guid>
		<description>@Fang: Ok, I probably used &#039;setting&#039; incorrectly (I meant more loosely as in action/reaction).  But alright, I can buy into the fact that you need to keep the interesting choices front and center.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2215&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Fang: Ok, I probably used &#8216;setting&#8217; incorrectly (I meant more loosely as in action/reaction).  But alright, I can buy into the fact that you need to keep the interesting choices front and center.
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		<title>By: Fang Langford</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2214</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Tue, 09 Sep 2008 16:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2214</guid>
		<description>@LeSink: Actually, I&#039;m not advocating exploring the setting at all.  I&#039;m saying that the game should revolve around the significant choices of the players without things like setting, non-player characters, plot or anything getting in their way.  &lt;a href=&quot;http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/&quot; rel=&quot;nofollow&quot;&gt;Managing complications&lt;/a&gt; is about keeping decisions &#039;in front of&#039; the players; all other things are secondary &lt;strong&gt;IF&lt;/strong&gt; the matter.

@Scott Martin: Thanks!

Fang&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2214&#039;,&#039;Fang Langford&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@LeSink: Actually, I&#8217;m not advocating exploring the setting at all.  I&#8217;m saying that the game should revolve around the significant choices of the players without things like setting, non-player characters, plot or anything getting in their way.  <a href="http://www.scattershotgames.com/index.php/gamemastering/the-illusion-of-control-not-control-of-the-illusion-part-ii/" rel="nofollow">Managing complications</a> is about keeping decisions &#8216;in front of&#8217; the players; all other things are secondary <strong>IF</strong> the matter.</p>
<p>@Scott Martin: Thanks!</p>
<p>Fang
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2213</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 09 Sep 2008 16:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2213</guid>
		<description>LeSink: Your &quot;knocked unconscious and strung up&quot; TPK result sounds like a good game... and a lot like many 1e adventures, like the Slavers series. [And you&#039;re right; failure&#039;s really too broad to fit into any one article-- I&#039;m mostly trying to respond to failure as Von Bek presented it. You&#039;ll see other forms of failure later.]

Fang: No surprise; a lot of the &quot;good advice&quot; is paraphrased from reading you and many others. I agree with much of the rest of your advice for many games and circumstances... it was where I started my response. It didn&#039;t answer the question as directly as the above, so I moved it to a followup post.

Kurt: Your risk/reward is similar to my view that character struggle and suffering make the opposition impressive. If every fight is a cakewalk, it&#039;s not terribly heroic when you finally win. Of course, reading the Fionovar Trilogy recently skews my viewpoint; self sacrifice is a huge theme.

Rafe: I think my mention of the successor campaign came directly from you talking about your experiences. It&#039;s a cool concept... but I&#039;d have to like the way we lost or it would feel like months of rubbing my nose in it. (Unless the world was cooler than the character I was playing; while rare, it has happened.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2213&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>LeSink: Your &#8220;knocked unconscious and strung up&#8221; TPK result sounds like a good game&#8230; and a lot like many 1e adventures, like the Slavers series. [And you're right; failure's really too broad to fit into any one article-- I'm mostly trying to respond to failure as Von Bek presented it. You'll see other forms of failure later.]</p>
<p>Fang: No surprise; a lot of the &#8220;good advice&#8221; is paraphrased from reading you and many others. I agree with much of the rest of your advice for many games and circumstances&#8230; it was where I started my response. It didn&#8217;t answer the question as directly as the above, so I moved it to a followup post.</p>
<p>Kurt: Your risk/reward is similar to my view that character struggle and suffering make the opposition impressive. If every fight is a cakewalk, it&#8217;s not terribly heroic when you finally win. Of course, reading the Fionovar Trilogy recently skews my viewpoint; self sacrifice is a huge theme.</p>
<p>Rafe: I think my mention of the successor campaign came directly from you talking about your experiences. It&#8217;s a cool concept&#8230; but I&#8217;d have to like the way we lost or it would feel like months of rubbing my nose in it. (Unless the world was cooler than the character I was playing; while rare, it has happened.)
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/degrees-of-failure/comment-page-1#comment-2212</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Tue, 09 Sep 2008 16:00:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1139#comment-2212</guid>
		<description>@Scott:  I&#039;m having a hard time thinking of additional cases you have not covered.  Most of the ideas I can think of are only shades of the same thing.

@Kurt: I think failure for this article almost needs to be better explained.  In the sense of TPK, yeah, that&#039;s failure.  Bang, you&#039;re dead!  Maybe give the party one more unlikely chance in the death trap as Scott mentions, but it should be horrific.  I once had a TPK and decided that instead of killing them, the party woke up naked and strung up by their feet in the forest.  Talk about an adventure worth remembering.  They lost all their valueables and now where out for revenge (side note: a previous article suggested trying to evoke players emotions, especially hate, and that is a good way to do it).  As for non-TPK, continue below.

@Fang: I believe what you are trying to say is that the game should revolve around a setting presented by the GM and effectively be action/reaction -- with failure leading to complications.  Short of TPK, failure to complete the quest usually does not end the world/story/campaign -- it just makes it different and potentially harder.

Instead of helping, I&#039;ll add a complication (sorry, can&#039;t resist).  What does one do with parties that have characters killing each other and causing huge problems to the existing plot line (usually in the form of lost information and opportunities, i.e., the leader of the party gets assassinated by a party member)?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2212&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Scott:  I&#8217;m having a hard time thinking of additional cases you have not covered.  Most of the ideas I can think of are only shades of the same thing.</p>
<p>@Kurt: I think failure for this article almost needs to be better explained.  In the sense of TPK, yeah, that&#8217;s failure.  Bang, you&#8217;re dead!  Maybe give the party one more unlikely chance in the death trap as Scott mentions, but it should be horrific.  I once had a TPK and decided that instead of killing them, the party woke up naked and strung up by their feet in the forest.  Talk about an adventure worth remembering.  They lost all their valueables and now where out for revenge (side note: a previous article suggested trying to evoke players emotions, especially hate, and that is a good way to do it).  As for non-TPK, continue below.</p>
<p>@Fang: I believe what you are trying to say is that the game should revolve around a setting presented by the GM and effectively be action/reaction &#8212; with failure leading to complications.  Short of TPK, failure to complete the quest usually does not end the world/story/campaign &#8212; it just makes it different and potentially harder.</p>
<p>Instead of helping, I&#8217;ll add a complication (sorry, can&#8217;t resist).  What does one do with parties that have characters killing each other and causing huge problems to the existing plot line (usually in the form of lost information and opportunities, i.e., the leader of the party gets assassinated by a party member)?
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