Difference between revisions of "Failure models"

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(Created page with "Multiple models of failure exist across different RPG designs. == Fail In Place == The simplest model: if a PC fails to take an action, the action does not occur and nothing...")
 
 
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* Players may prefer to fail than to suffer the ongoing negative consequences, if their results turn out to be worse.
 
* Players may prefer to fail than to suffer the ongoing negative consequences, if their results turn out to be worse.
 
* Players do not have the opportunity to try multiple approaches, encouraging victory-focussed players to try only the least risky one.
 
* Players do not have the opportunity to try multiple approaches, encouraging victory-focussed players to try only the least risky one.
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[[Category:Game design terminology|Failure models]]

Latest revision as of 01:00, 19 July 2019

Multiple models of failure exist across different RPG designs.

Fail In Place

The simplest model: if a PC fails to take an action, the action does not occur and nothing happens. A different approach can be tried to the same problem.

Advantages

  • The players have the opportunity to experiment with multiple solutions if one fails.
  • PC weaknesses do not become main parts of the plot, which some players may prefer.

Disadvantages

  • Failed rolls or approaches on critical checks can bring the adventure or story to a halt.
  • PC weaknesses do not contribute to the story.

Fail Sideways

If a PC fails at an action, the action does not just fail, but something happens which makes the action impossible. This can either be the single attempt establishing that the approach being taken is invalid, or something else creating a new problem.

Advantages

  • The story can always continue apace even if players roll badly.
  • PC weaknesses can contribute to the plot.

Disadvantages

  • Players may not enjoy playing through periods of the story inspired by their or others' weaknesses.
  • Players may find it dissocative that their PC being bad at something also causes bad things to happen
  • Players do not have the opportunity to try multiple approaches, encouraging victory-focussed players to try only the least risky one.

Fail Forward

If a PC rolls a failure result on an action, the action does occur, but something incidental goes wrong as well. For example, an attempt to pick a lock that rolls a failure may result in the door being successfully picked but making a noise as it opens, attracting enemy attention.

Advantages

  • The story can always continue apace even if players roll badly.
  • PCs rolling badly does not cause them to appear incompetent.

Disadvantages

  • Players may not enjoy playing through periods of the story inspired by failed rolls.
  • Players may find it dissocative that their PC being bad at something also causes bad things to happen.
  • Players may prefer to fail than to suffer the ongoing negative consequences, if their results turn out to be worse.
  • Players do not have the opportunity to try multiple approaches, encouraging victory-focussed players to try only the least risky one.