Skip to main content

Podcast: F is for Fail

Dungeon Chatter Podcast
Episode 6: F is for Fail

In this episode, Travis and Victoria discuss modeling failure in an RPG. It seems clear enough that a successful attack hits and deals damange, but what does a failed attack mean? We discuss failure in combat, moving maneuvers, perception, and persuasion.

iTunes Link
https://itunes.apple.com/us/podcast/dungeon-chatter-rpg-podcast/id1435743168
Works Discussed

TTRPGs
AD&D, Middle Earth Role Playing (MERP)

Video Games
Super Mario Bros., Wasteland

Concepts
Failure, Critical Failure, Natural 20, Natural 1, The DM Screen

Show Notes
Victoria is becoming an editing pro. This episode sounds great, and she should soon edit out an F-bomb that she missed in the first edit through.

The Pitch
Simple Failure: Die rolls of 0-9 represent rough percentage of task completed. So, 10% x die roll = % of action completed (6x10% = 60%).

Critical failures
In general, they set you back, offering a penalty to further attempts.
negative 10-19: -1 penalty
negative 20-29: -2 penalty
Etc.

Any further mishaps should be situation and setting specific.

Comments

Popular posts from this blog

Ars Arcana Blog: Why No One Understands Alignment

Why No One Understands Alignment
Travis J. Rodgers
Alignment was introduced to Dungeons and Dragons as a character (NPC or PC) attribute. It wasn’t rolled for; it was typically selected, but sometimes a particular alignment was necessitated by the character’s race or class. But what is ostensibly a kind of “outlook” piece, cross-indexing a regard for law and chaos on one axis and good and evil on the other is at best a concept evolving across game versions. This fact would explain why long-time gamers, or at least gamers who have played multiple iterations of D&D, might view alignment differently from others. At worst, however, it’s essentially meaningless. There’s a middle path, which may be its original intent, one according to which alignment is both meaningful and quite objective – but then it’s extremely contentious. My considered view is that alignment is either meaningless or objective in a way that many players do not like (which is accurate is undertermined – the descript…

Ars Arcana Blog 2.7: Creating a Character SPARK

Ars Arcana Blog: Bringing Your Character to Life with SPARK
Travis J. Rodgers

The Challenge(s) For the grizzled vet of RPGs, creating a character is often a struggle of too many options rather than not knowing where to start. The character concept comes easily to mind, either because there is a character the vet has been wanting to play or because vets often have served as GM as well as player for so long, character concepts seem to spring from an endless font. The challenge becomes determining which of the system options is the best way to make use of your character concept. Let’s call this the “How? Question” of character design. On the other hand, for the relative novice to Roleplaying, the challenge is two-fold. In addition, to the struggles of navigating a system’s options, the novice may not have, and may struggle to create, the character concept. Let’s call this new question the “What? Question” of character design.
The SPARK In an episode of the Dungeon Chatter Podcast called “O…

Ars Arcana Blog: 2.8 - In Search of a Railroad

In Search of a Railroad (1 of 2 on Railroading) Travis Joseph Rodgers
Evidently, one of the worst things that can happen in an RPG is railroading. It sounds terrible, at least, to hear from many who discuss the topic on Twitter’s #rpg or #ttrpg tags. So, consider this brief essay an exercise in conceptual analysis. I’m simply attempting to understand what railroading is, such that it is objectionable.
The RPG Theory Review blog has the following to say: Railroading only takes place when player actions are prevented from having any effect on the flow of events.
Stack Exchange diagnoses the central wrong of Railroading: It's generally frowned upon, because it disrupts the free-will oriented nature of roleplaying.
The Angry GM agrees: Railroading used to refer to the GM forcing the players on a predetermined path through a story.
Even TV Tropes.Org chimes in: In short, the GM takes any measure necessary to ensure there is only one direction the campaign may proceed — his planned dire…