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Topic: [Burning Wheel] I failed? No, _I_ failed.
Started by: abzu
Started on: 2/2/2004
Board: Actual Play


On 2/2/2004 at 7:04am, abzu wrote:
[Burning Wheel] I failed? No, _I_ failed.

Task failure in the BW system has been brought up here before. It's pretty cut and dried: A player states his intent and then rolls the dice. He either gets success=obstacle and passes the test and his intent is carried through, or he gets less successes than the obstacle and fails to achieve his stated intent.

Usually, this isn't a problem, it's a fact of life in the gritty and consequence-ridden life of Burning Wheel. Every so often though, failure just stops a game cold. The players want something really bad, they state their intent and they usually even dump artha into the test, only to be faced with hoards of intractable traitorous dice. Despite the "odds", they fail.

As I said, this can stop a game cold. Now what? Players have stated their intent and were essentially assured victory. The room goes cold, faces go long, and the muttering and cursing begins.

We had this happen twice in two weeks in our games here. And I could not fail to notice how it nearly broke the flow of the game at the table. No one liked it (including me), and no one knew what to do with it. It was like we were sprinting at full steam and someone snapped our reins too hard.

I'm a firm believer in my system, and its conceit that there must be room for failure. There's got to be a chance.

But how to deal with it in game, when everyone at the table wants the "other" result to come up? We can not break the game and fudge the dice and pass the test. Can't do it. We cease to be playing BW then.

In the first case of abject failure I mentioned, the player's character looked a bit like an clown, but soon recovered and reassumed his bad-assedness. Being a buffoon is a bit in his character, but still no one laughed when he tripped and fell, they felt terrible for him...

In the second case, four of the players' characters were building a bomb (to be used in an assassination attempt). When the roll was failed, I foolishly narrated that the main bomb-maker failed to complete his project in time for the appointed "meet."


This is where I failed. Damn it. And the rules in BW fail here, too. They sit smugly and say, "Yah failed, dumb-ass! Now what?" What they should say is, "Players will fail tests, it's a fact of BW life. NEVER EVER let this interrupt the flow of the players' stated intent. If the players state they are planning an assassination and plan on using a hidden bomb, and the munitions expert fails his test, then proceed with the attempt (the first part of the player's stated attempt), but the bomb now complicates the intent, rather than aiding it. In other words, they set up the hit, but the bomb detonates too early, too late or not at all."

I know this must seem like common sense to many of you, but I am having the damndest time with this and I think it is really because of the way the failure rules are written (but not necessarily because of the failure rules).

whaddya think?

-L

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On 2/2/2004 at 9:35am, Negilent wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

No worries Luke,

IMO you failed and not the rules. ;)

We have brain snafus, its a fact of life. And you are being too hard on your self, so here's a pep talk:

The one roll you make it or you don't aspect of BW is much loved by my players and me. The consequences of a failed roll is just that they didn't make it. Fate didn't love them at that moment. Get over it.

Just look at the BW reports of the Tarshish game (I know you read them too) where the one player fails a roll and despite being offered a second chance lets it stand. Because it fitted.

Your system works. It aids in the narrative.

The players want something really bad, they state their intent and they usually even dump artha into the test


In one of my games, BW-Troll winter, in this forum one of my players dumps what we thought was a lot of Artha into a roll, hoping to kill an ice-troll with one shot to the eye from a hunting bow. We had the same feeling. The "damn that would be cool but alas . . ." feeling. I even posted my lament here.

You pointed out to me that is not the way BW works.

You are also the author of the appendix where you begin by saying:
"Do not use this system".

Not to mention the actual play game report (reported so far back that I can't find it) where you state that the one roll mechanic lets you narrate up to the point where the failed roll has an effect and then you let the players deal with it.
If they sneak up a creek and fail the roll, well you narrate until they reach the point when they are caught. The see if they can salvage the situation by scrounging a paddle.

More specifically;
You assasin build a bomb and fails the roll. Oh dear. Its all planted and they are ready, the target is fast approaching, then the fuse goes out due to faulty construction. Now what do you do?

but I am having the damndest time with this and I think it is really because of the way the failure rules are written


This isn't such a big deal Luke, your game rocks and your prose and style is wonderfull. Have some faith in your fellow GMs, that we from time to time have brain snafus is a sad fact of life. It is not your fault, nor the way you have written the rules.

Besides

Now you have an exuse to publish BW 2nd edition. :)

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On 2/2/2004 at 4:46pm, abzu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

thanks for the kind words, I do appreciate it. But I have to say, if the rules don't support the behavior we expect/play with then they aren't doing their job.

You're correct when you say they're not completely broken, but I have to admit that they are problematic. We'll clear 'em up soon enough! ;)

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On 2/2/2004 at 5:22pm, Valamir wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Hmmmm......

Failure...as a way of complicating player events rather than resulting in just outright "no it didn't work"....

Hmmmm.....that sounds familiar...like maybe I've heard it somewhere before....

<walking away with a carefully contrived look of innocence on his face>

;-)

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On 2/2/2004 at 5:29pm, abzu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

::shakes fist ruefully at Always Right Ralph::
I'll get you one day!

Complication, yes. I hated the example given to me originally: the assassin doesn't miss. Instead of hitting his intended target, he shoots another target of opportunity instead (that the GM magically created in order not to have to say the words, "Uh, you missed.") Bleh.

In the case above, the player failed the roll, the character missed. The nuance is we ask the player to continue on as if he'd succeeded, thereby willingly further complicating his life.

It's really the same as what we talked about last summer, I know. But the color of it really bugged me. I don't think characters should always be allowed to stay in idiom, i think they need their bubbles burst every so often. I think it adds to the drama and increases their faith in game when they recover from such bungles and go on to bigger and better things.

having a hard time crystalizing my thoughts on this. I'll post more after I think on it a bit.

-L

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On 2/2/2004 at 5:44pm, Ron Edwards wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Hi Luke,

You might be interested in reading Martian eyes strike again, The Wiff Factor, Donjon Krawl (and an unrelated concern), Trollbabe 3rd re-roll question and It never fails. Lots of good thoughts in all of these.

More personally speaking (this prompted by my re-reads, not by you, Luke), I hope my comments on these threads can overcome the misperception that I am somehow opposed to characters ever failing. I'm a big fan of failure; one of several things that Sorcerer and The Burning Wheel share in common is that, although you can invest in the increased chance of success prior to rolling, the dice do speak.

Best,
Ron

Forge Reference Links:
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On 2/2/2004 at 8:13pm, C. Edwards wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Hey Luke,

I'm a big fan of character failure, but I'm not a fan of breaking the flow of the game.

Now, I haven't played or even read BW but I think it most likely that the mechanics are just fine and that the thought you presented in the first post will go most of the way to handling the situation in a satisfactory manner.

abzu wrote: <snip>"Players will fail tests, it's a fact of BW life. NEVER EVER let this interrupt the flow of the players' stated intent.<snip>


That advice on narration, elaborated upon with examples, should greatly help maintain game flow. It's certainly not a guarantee, everybody's narrative prowess varies and we all have bad days.

That's how I'm handling it in Doomchaser though, any failures should be ammended with a "you fail, but <this happens>" sort of statement that knocks the game ball back up into the air. Complicate the situation or have the player's goal achieved through indirect means.

I guess you could look at it as throwing a "bang" at the player whenever their character fails.

-Chris

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On 2/2/2004 at 8:36pm, Valamir wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

From my perspective a roll consists of 2 parts.

1) what are you trying to accomplish, and
2) what are the methods you are using to accomplish it.

For me the idea of failure can address both of these, or either of them seperately.

Different games can put different emphasis on each part, but I think the only "wrong" way to do it (where "wrong" is the situation Luke described above that he found unsatisfying) is to fail to realize that they are seperate at all.

For instance in the assassin example that Luke didn't care for almost all of the emphasis was on #1. The situation was for character X to kill target A. The roll failed. This meant nothing more than character X failed to kill target A. The associated narrative had character X hit and kill Target B (a hither to unknown target) instead.

For all intents and purposes #1 failed. Target A lived. But #2 succeeded. The process of aiming a gun, pulling a trigger, and hitting a target succeeded.



I'm using a similiar example for my Robots and Rapiers game. In it, the hero is attempting to jump off a balcony, swing from a banner, and land in the saddle of his horse. He fails.

All of the suggested interpretations of this, however, irrefutably agree that #1 failed. No matter what the hero did not wind up on his horse. But the examples include the possibility of several different reasons for why he failed, including...as he was getting ready to leap, guards appeared in the garden below, siezed the horse and began shooting up at the balcony forcing the hero to duck back inside.

In this case while #1 failed, #2 was abandoned entirely. The whole sequence of: jump, banner, horse was simply aborted in favor of some other resolution of the event.


The only real difference is how important depicting failure of #2 is to the view of character failure being important. At one extreme is #1 is all that matters and #2 is entirely irrelevant and can be ignored completely. At the other extreme is #2 is all that matters and success or failure in #1 follows rigidly in lockstep with success or failure in #2.

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On 2/2/2004 at 9:12pm, Matt Wilson wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Ralph (and everyone):

Check out Universalis Meets the Pool for some ideas about interpretation of success and failure.

The cool thing about applying Uni rules to a more standard GM-player relationship is that even though the player may fail a roll, he or she can still potentially apply some of the narration.

In the R&R example, you as player could apply a "fact" that says, well, my guy failed, but not because he couldn't swing like a badass. You have to think of a different reason.

Like Donjon, except you can also apply facts if you fail. They're like CYA facts. I dig it.

BTW Ralph, every time I think I have a cool game idea, I realize it sounds a lot like Universalis. Damn you.

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On 2/3/2004 at 3:21am, John Kim wrote:
Re: [Burning Wheel] I failed? No, _I_ failed.

abzu wrote: As I said, this can stop a game cold. Now what? Players have stated their intent and were essentially assured victory. The room goes cold, faces go long, and the muttering and cursing begins.
...
In the second case, four of the players' characters were building a bomb (to be used in an assassination attempt). When the roll was failed, I foolishly narrated that the main bomb-maker failed to complete his project in time for the appointed "meet."

This is where I failed. Damn it. And the rules in BW fail here, too. They sit smugly and say, "Yah failed, dumb-ass! Now what?" What they should say is, "Players will fail tests, it's a fact of BW life. NEVER EVER let this interrupt the flow of the players' stated intent. If the players state they are planning an assassination and plan on using a hidden bomb, and the munitions expert fails his test, then proceed with the attempt (the first part of the player's stated attempt), but the bomb now complicates the intent, rather than aiding it. In other words, they set up the hit, but the bomb detonates too early, too late or not at all."

OK, I'm trying to get why this stops the game cold. Why couldn't the game continue without the bomb? You say that this is a disappointment to the players, but I'm not sure how this is different from other failures. Sometimes things don't go the way they wanted.

So what makes the failure you describe more crucial? I have some possibilities, but I can't tell offhand.
1) The failure makes the PCs look too incompetant or foolish compared to how they are conceived by the players. If so, it would presumably be worse for the bomb to, say, not go off at all. As it was played, the PCs were at least competant enough to know in advance of their failure.
2) There is an important dramatic scene as perceived by both the players and the GM. i.e. The PCs should definitely be at the "meet" -- even if their bomb is going to malfunction. As it was set up, it seems dramatically important that they should be there.

If it is #2, then I think the problem isn't in failure mechanics per se so much as plotting. But I'm interested to hear more about it.

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On 2/3/2004 at 3:56pm, abzu wrote:
I Adore Failure

Hi John,

As I said above, the actual mechanic works fine, but as written it simply sticks its tongue out and sneers, rather than recognizing the impact failure has at the game table and helping deal with it.

For example, in the game session described all of the players were involved in arranging this assassination attempt. It was "the night". Earlier in the night, play was foundering. It picked up once they all focused on this goal, its technicalities and its outcome. Everyone was involved -- some in planning, some on a social level, some on a technical level -- and it was going to be the event of the night.

The stated intent was to arrange matters thusly and then use the bomb to destroy their target. The failure came at the last moment, in the munitions department. By allowing the failure to be stated as "the bomb isn't finished, it won't work" -- essentially a hard failure: Intent Stated, GM responds NO -- play stopped cold. We had to fumble for an answer.

That's the moment I don't want in the games, and I think that the text of the rules (and some bad habits) are largely to blame.

Of course the game continued, and in fact the players did attempt an alternate version of the assassination attempt (and failed to kill their target, btw). But the situation was ugly before they recovered. There was even an argument, I had to step in to moderate. Ugly. I feel this interruption of flow is preventable given the rules and structure of the game, not just the GM style.

-Luke

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On 2/4/2004 at 10:32am, Negilent wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

I feel this interruption of flow is preventable given the rules and structure of the game, not just the GM style.


But you are saying :

When the roll was failed, I foolishly narrated that the main bomb-maker failed to complete his project in time for the appointed "meet."


No matter how great you word the RULES ultimatly it comes down to the screen-monkey and his take on the situation. As far as I can remember BW has no gradation on failure. Either you manage or you don't. And then it is up to the GM to adjucate and make a ruling.

Is this the mechanic you are thinking about changing?
My emphasis.

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On 2/4/2004 at 3:43pm, abzu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Hi Kaare,

Actually, there is a graded failure mechanic. (pp 41-43 of BW.)

As Ron said, in BW (and Sorcerer and ROS, I imagine), sometimes the dice speak. Sometimes the cosmic voices says, "Uh uh." But that doesn't mean play needs to grind to a halt as we all stare and think, "Now what?"

As I said above, I think it simply is a matter of restating the rule of failure as written in order to encourage the game to keep moving, but now in a different direction.

-L

ps No actual play happening in the frozen north?

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On 2/4/2004 at 5:40pm, Technocrat13 wrote:
The Dice Spoke and the GM didn't listen.

Hi everyone,

Well I've just recenlty picked up a copy of Burning Wheel, and while I've not had an opportunity to play it yet, overall I like it.

Now, I have a tendancy to miss the real point of some posts... but I really think I've got something here for you. =)

There were two failures here as I see it. The failure of the GM to be prepared for the result, and the failure of the BW book to tell the GM to be prepared.

As the GM you shouldn't have ever had to pause the game to think "Now what?" The results of failure on the part of the players should allways be rattling around in the back of your head. Especially when the Task at hand is a major dramatic point. This is the situation where, in my opinion, a really good GM gets to shine. Indeed, as a GM I often consider to myself "What can go wrong, even if everything goes right?" I'm not talking about the dysfunctional play of 'screwing' the players, I'm talking about keeping it interesting.

In the bomb example. Telling the PCs that it's just not ready in time is... well... ok, but not terrific. That is to say, play should not have ground to a halt because of it. You could have said: "Despite your best efforts, the mechanics won't fit together right. You can feel the time ticking away as the hour draws near, and you really just don't think you'll be able to get it working in time." Now the PCs should be ready with a backup plan.

But that's not how I would have GMd the situation. Building a bomb is one of those tasks where I don't like the PCs to know what the dice had to say, untill the scene actually comes up. So, I'd roll for them and make my notes. If they failed the construction, I'd probably give them some kind of 'warning', or, better yet, just not give them a good confirmation that the bomb was good. That is, "Well, you did just manage to get the bomb together in time, and you're pretty sure it'll work, but you know you'll have to be -real- careful with it when you set it in place." Then, once the appointed time came... fizzle. "You detonate the bomb and brace yourself for the explosion... but... nothing. Crickets chirp to mock your failure."

I was going to go on with examples, but I think that'll just clog up my intent here. The GM must be prepared for the failure of his PCs. He must be ready at all times to entertain and challenge his players, whether or not they succeed.

You failed to prepare, and the book failed to tell you that you should prepare.

-Eric

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On 2/4/2004 at 5:54pm, abzu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Hi Eric, thanks for taking time to chime in.

you said:

...Crickets chirp to mock your failure."


Exactly how is this different from what I did in my game? It's still a dead stall, "now what?" failure.

I've got a proposition --something that's been rattling round my head since this weekend: What if the players fail the roll and they know they've failed, however they've stated their intent and must still carry forward as if everything was ok.

Suddenly you have a situation where the "characters don't know" and are still acting according to the intent stated, but the players know and can then be prepared to react to the scene and drive it in a new direction.

It's a mix of Hitchcockian tension -- he often showed the audience what was going on behind the scenes, but the characters never knew -- and a little bit of rpg scene framing; suddenly the players know that in the next scene, the bomb won't go off. What will they do?

This also avoids the inevitable "You screwed me!" from the players when the GM narrates a failure with no mechanical results visible. And avoids the crushing weight of disappointment that is bound to stall the game at that point.

-Luke

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On 2/4/2004 at 6:59pm, Technocrat13 wrote:
*noggin scratching*

Hmmm...

Ok, I guess I'm not seeing the stall here. Once the bomb fails to explode, I continue to describe what's happening in the universe around the PCs. If the players are unable to figure out what to do, then maybe they need a sharp stick to the behind. *noggin scratching* I mean... I know all the players in the past I've had would have suddenly scrambled to come up with a secondary plan if they didn't have one already. Could you illustrate the failure better for me? I guess I'm just not seeing it.

I suppose, if I had players who continually sat with their thumbs up their rumps after a failure... which is what you seem to be describing... then you could put the Sharp Stick of Get On With It right into the result of the failure. What if the bomb failure resulted in the bomb being -too- powerful? How about saying that the roll indicated not a failure in making the bomb, but in placing it. Instead of killing the intended target, someone or something else is killed. How about if it goes off just enough to let everyone know that there was a bomb, and now there's evidence enough to find & punish the PCs? Am I still off base here?

Now, as for the "inevitable" negative response from a player who just dosen't get to witness the mechanics... *shiver* That kinda frightens me. I make 'hidden' rolls for my PCs all the time. I like to run heavy on the Simulationist/IC flavor. I suppose, being that my players like the Sim/IC bit too, they understand and appreciate the hidden rolls. So, when I tell them that they've been ambushed, they all have faith in me as a GM that I've taken their skills & abilites for noticing an ambush into account. The same would hold true for my players and I in the bomb situation. I haven't had the "You screwed me!" response from a player since High School.

Hmmm....

Perhaps, after the first stall, you could have paused the game to discuss the nature & reason for the stall. For example, if my players had given me the blank stares of failure after my bomb description, I would have given everyone the "Time Out" sign and asked them, "Hey, you knew there was a possibility that you might fail. You failed to set the bomb, big deal. That doesn't mean that you've completely failed the mission. Start considering what your characters would do, faced with this failure." An OOC Sharp Stick, if you will.

I can't really directly respond to your proposition, as I know that my players wouldn't enjoy it. They tend to react to OOC gaming encouragement like a lab bunny reacts to a fresh can of hairspray.

Anyway, I think I still stand by the core of my previous post. You failed to prepare for the PCs failure. I guess I really don't know what you could have done for your players tho', as your players seem quite different than mine.

-Eric

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On 2/4/2004 at 8:30pm, Zak Arntson wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

abzu wrote: Complication, yes. I hated the example given to me originally: the assassin doesn't miss. Instead of hitting his intended target, he shoots another target of opportunity instead (that the GM magically created in order not to have to say the words, "Uh, you missed.") Bleh.


I can see why this example falls flat, since it isn't really a complication. It's a flavorful failure. What if the assassin kills the target's daughter instead? (I'm assuming the immediate and long-term ramifications of that would be much greater than skewering a manservant or a random noble).

abzu wrote: It's a mix of Hitchcockian tension -- he often showed the audience what was going on behind the scenes, but the characters never knew -- and a little bit of rpg scene framing; suddenly the players know that in the next scene, the bomb won't go off. What will they do?


Combining player- and character-knowledge can be very problematic. I whole-heartedly believe that the more knowledge given to players, the better for making interesting and appropriate choices. I don't know the Burning Wheel, but if there is a way to reward the "follow through" of character-ignorance, do it.

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On 2/4/2004 at 8:34pm, Lxndr wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

My quick-idea of "rewarding character ignorance" would be Artha. A GM-decided "are you playing the character correctly?" Fate, probably, although Persona could fit in a pinch.

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On 2/5/2004 at 8:59am, Negilent wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

I think I am finally getting what you are getting at.

Actually, there is a graded failure mechanic. (pp 41-43 of BW.)


blast, damn, frick. . . . should teach me not to post from work.

What if the players fail the roll and they know they've failed, however they've stated their intent and must still carry forward as if everything was ok.


I thought this was the way BW worked. It is the way we've been doing it and it works. Example:
The mage in my group cast TAB, and got no successes to carry over on the defense aspect of the spell. When they susequently went out to find the assasin that prompted the spell, the player was very nervous.

This ties into the one roll mechanic that my group loves.

So if you are to avoid this "problem" in future editions of BW, just emphasis this aspect of the "let it stand rule" and word yourself differently.

Me personally still don't see it as a rule problem. More of a GM issue, but I concede that the wording of the rules can aid the GM to think in the above pattern.

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On 2/5/2004 at 4:47pm, firstagainstthewall wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

What if the players fail the roll and they know they've failed, however they've stated their intent and must still carry forward as if everything was ok.


We regularly do this in the games I play in. There's something almost liberating about knowing that you will fail in the next thing you do and there's nothing you can do about it. Maybe it's simply our own masochistic tendencies, but we do quite enjoy the sense of impending doom.

I have to agree with Technocrat in that failing rolls should not cause a stall. There's a million and one reasons why any roll should fail, and a lot of the fun comes from dealing with your own failures. Often a failure can propel a story forward, as you have to deal with a whole new set of problems just to cover yourself.

Another solution to the problem if you really can not afford for them to fail is just to wave your hands, ignore the dice roll, and tell them they succeeded. This should generally be avoided, but if the roll is, for instance, to see if a character can just grab hold of that branch to stop themselves from falling several hundred metres to certain death, then it may be appropiate.

- Nick

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On 2/5/2004 at 5:18pm, abzu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Nick,

I absolutely agree with your observation that there can be something thrilling about knowing you're going to have to fail and deal with it.

However, I think you go into dangerous territory with your next statement:

Another solution to the problem if you really can not afford for them to fail is just to wave your hands, ignore the dice roll, and tell them they succeeded.


This isn't a solution, this is an abdication of the game. If you're ignoring the dice, then you're not playing Burning Wheel (or most RPGs in fact). BW does not now and will never advocate ignoring the results of a die roll. Once you roll those dice, you agree to abide by the results.

And failure is a necessary result -- can't have light without dark, as they say. What I am interested in is sculpting rules text in order to mitigate disaster at the table, and to keep everyone involved in the thrill of the moment, whether it be success or failure.

I have to agree with Technocrat in that failing rolls should not cause a stall.


Lastly, I just wanted note that I have an equally hard time digesting that failures at your table don't cause your games to stall -- the players don't gasp, cry out, and howl, "we're doomed!"? I am really looking at the reality of the table -- imagine a string of unlucky rolls -- how do you keep that from "ruining" the game. You've got to be a pretty agile or railroading GM to keep something like that under control.

All I want to do is give players and GMs a better tool for rolling with success and failure. This thread has given me a number of ideas. Thanks all.

-Luke

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On 2/6/2004 at 7:49am, rafial wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

firstagainstthewall wrote:
...just to wave your hands, ignore the dice roll...


Better to say I think "...just wave your hands, and don't roll the dice..."

I think a companion to the BW "one roll" philosophy is the question "is this roll necessary?" If you reach the point where you are ready to turn the story over to the dice, you need to be willing to bounce whichever way they point. If you aren't, don't roll them.

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On 2/6/2004 at 2:06pm, Ron Edwards wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

Hi there,

Words to live by, Rafial.

Best,
Ron

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On 2/6/2004 at 3:27pm, Lxndr wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

I've seen that referenced in a number of places as "the Rule of Jared."

i.e. - Don't roll unless the roll is important and/or necessary

It's a rule I do my best to live by (I used to hand-wave away results, to my chagrin; I'm resolved not to do it anymore).

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On 2/6/2004 at 6:48pm, abzu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

rafial wrote:
firstagainstthewall wrote:
...just to wave your hands, ignore the dice roll...


Better to say I think "...just wave your hands, and don't roll the dice..."

I think a companion to the BW "one roll" philosophy is the question "is this roll necessary?" If you reach the point where you are ready to turn the story over to the dice, you need to be willing to bounce whichever way they point. If you aren't, don't roll them.



yes yes yes yes yes yes yes yes

To quote my own work, regarding Orcs' Brutal Life and the Die of Fate:

"Rolling the Die of Fate is no joke. Before you take another path ask yourself this question: Can I live without this lifepath? Can I live without this limb?"

You're correct in applying this grave philosophy to rolls in general in BW. (And no, I don't think this mitigates the point of this thread.)

-Luke

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On 2/10/2004 at 6:53pm, Howmandu wrote:
RE: [Burning Wheel] I failed? No, _I_ failed.

I have played Roleplaying games for 25 years, and if there is one thing I have learned is that you will fail your rolls sometimes, and that this can majorly suck, but its all part of the game.
One thing that can be done to make these times less difficult is to encourage contigency plans. You can also allow rolls to assess what went wrong, and see if it something can be repaired. Try to avoid getting into a situation where one failed roll will ruin the night. At times none of this will apply, and one roll will need to define all the characters actions and preferations... and a failure is disheartening...but just think of it this way.... it could be much worse. The players could actually be the characters, and need to deal with the failure in a much more personal way :-)

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