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Post by Midnight on Oct 6, 2017 16:59:39 GMT -5
Want Your Games To Be More Engaging? Then Make Failing Interesting
I’ve always found that done properly failure moves story along much more powerfully than plain old success. In PtbA Games it is baked in to the rules. But nothing stops a gm from turning a marginal success or failure into a success with consequences. For example I. Mighty Protectors is your target number Is a roll of 12 or less you could say that a roll of 10 to 14 is a success with a cost. - Midnight
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Wintermute
New Member
Old school forums should always support each other, we are last of our kind
Posts: 2
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Post by Wintermute on Mar 12, 2024 0:42:11 GMT -5
Relating failure to the location and player character is also a fun way to describe things and be more engaging. Instead of just saying: "You couldn't pick the lock" you can bring up the PC's spider phobia that kept em a bit more distracted than they normally are when they ace these. It shows that you are paying attention to their character detailing and are prompting them to interact with the world a little. Even the little RP moments have a lot of value
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Post by Midnight on Mar 12, 2024 6:51:16 GMT -5
Relating failure to the location and player character is also a fun way to describe things and be more engaging. Instead of just saying: "You couldn't pick the lock" you can bring up the PC's spider phobia that kept em a bit more distracted than they normally are when they ace these. It shows that you are paying attention to their character detailing and are prompting them to interact with the world a little.
Even the little RP moments have a lot of value WinterMute:
I absolutley love this, you are absolutly correct and I especially love your example of the Arachnophobia and Lock Picking. Failure should almost always be tailored to the PC and the Circumstances surrounding the failure, and not just "Oh it looks Like you failed"
Oh and BTW a Hearty Welcome to Midnght's Lair !!
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