Monday, November 7, 2016

Failing Forward

Failing forward is a concept I have learned from watching more experienced DMs and from games like Apocalypse World and Dungeon World. Tell me if you have heard the following scenario before running Dungeons and Dragons...

The party encounters a door it is locked..

The Rogue/Thief steps forward and says "I pick the lock"

Lock Pick roll.... its a 4

The Rogue/Thief rolls again... its a 6

This cycle continues until the Rogue or another party member rolls high enough to meet the DC you had set. This same roll until you succeed situation, happens often for newer DMs that run a game that doesn't show you how to handle failure other than saying no or try again.

So before we even get into how this situation could look with failing forward in play. If there is something you want the players to see or to experience, then don't put it behind a skill roll. Because the above situation makes skill rolls feel like filler/time wasters. So the simple solution is to not have it there, however if you actually are wanting to present a challenge try failing forward.

Like the lock door situation there is a number of ways to handle the failed roll narrative and continue the forward momentum of the game. You might say this particular lock is too complex for you at your current skill level, this way the Rogue can longer keep rolling. Instead they need to think of a different way past the door. Breaking the door down, going through a window, searching for a key, etc. The players will then have to deal with consequences of having to take that route but it adds drama to the game.

But maybe you don't have multiple outs for this door there is one way in and its this door. A thing I like to do is the no matter the roll you succeed however if its a low roll just takes you longer. Then you let the players know that they are going to be getting random encounter rolls based on how long the lock picking is taking. Going this route creates tension of something coming around the corner to get the party. Sometimes nothing will happen, sometimes the patrol comes around the corner and sounds the alarm. It helps to encourage verisimilitude in your game, and also prevents the Rogue from being bad at lock picking :D

While this is a simple common example, always be mindful of how "failed" rolls can further the story in interesting complicating ways for your players. Some of your parties best moments might come out of it.

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