Welcome to Failure week at Fezflip. How is that different than any
other week here? Well this time I intend to fail. Or talk about
failure anyway. So put on your chainfail, harpoon a humpback fail,
get on the failboat, listen to some nine inch fails, visit your
criminal friend in the failhouse, endure the failforce winds, get
pelted by the failstorm, and enjoy some blogposts delivered by the
failman.
Failure in Table top RPGS
Roleplaying games are designed strangely from a narrative
standpoint.
Good stories tend to have victories and set backs for the main
characters. Roleplaying games from their dungeons and dragons dna
tend to run on design of players win an increasingly difficult series
of challenges, until beating the boss in an epic battle. Players
start out strong, and get whittled down to win by the skin of their
teeth, but they never really take a loss along the way.
The back story of most rpgs is that the players are a small band
of heroes, going up against a powerful enemy with vast resources or
power. The players are underdogs up against impossible odds. But
mechanically games encounters are designed with the conceit that the
players will come out triumphant. So the real narrative of rpgs is
the players are a small band of super powerful people, up against a
giant army of crappy guys who will fight them one at a time until
they are all dead.
This design is awesome, it perfectly fulfills player fantasy, they
feel like underdogs the whole time, but they get to win win win as
well. At the end of the night the players get to feel awesome. This
style of story works excellently in the fantasy dungeon crawler.
Videogames grabbed onto that model as well, so it feels comfortable
to most players.
But, when you listen to people's favorite game stories, they are
rarely about the time they coasted through a dungeon and defeated a
Dragon with 5 hit points left. Favorite gaming stories are about epic
deaths, terrible rolls, hilarious mistakes, and I will add in clever
ways of defeating genuinely superior enemies. So apparently people
enjoy failing! Or at least enjoy telling stories about failure.
But let's say I designed a d&d dungeon with the typical five
to eight encounters, but instead of having a 95 percent chance of
winning, the players only had a 50 percent chance of winning each
encounter. Players would get frustrated at the constant failure, and
the game likely wouldn't progress very far. They game would just feel
wrong if the main villain showed up and murdered the players in the
second encounter as well.
In books and movies the main villain is often directly
intertwined in a story, interacting with characters. In rpgs often
exposing a big bad to the party early on just results in a final
battle early on. So villains tend to hide behind waves of minions.
Role playing games work in a wide variety of genres and tell all
kinds of stories. Many of them don't fit into the win win win
paradigm. Super hero stories are normally a series of defeats,
leading to a victory, the same goes with sports stories. Detective
stories all all about dead ends, close calls, back alley goon beating
and the like. Action movies often have the protagonists getting
abused and chased for the majority of the movie. There are tons of
rpgs in these genres but they still often are built on the win win
win engine.
Next time we will look at things that GM's and players can do to
add the sweet taste of bitter defeat to their games.
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