Podcast Sunday

Phew! Busy week, with the Patreon launch and a double session game for Grogmeet. Still, I managed to listen to some quality episodes:

Lore 165: On The Line

This episode of Lore covers the Channel Islands, and it feels a bit odd hearing this being narrated by an American accent but the content is really great, capturing the feel of island folk horror and making me think more about the relationship the islands have had with both the UK and France.

I love a good archipelago. I’ve taken Christopher Priest’s Dream Archipelago (also The Affirmation, The Adjacent, The Islanders) as my baseline for years for a modern-seeming setting on the edge of magic. Islands are plausible as their own micro-culture that exists within a broader culture across a whole archipelago, but cut off from the mainland. This means that individual islands make for one level of the sandbox and the wider island network as the extended boundary; but the mainland is still a world apart, for folk on both sides.

I thought up an archipelago bound game called Beyond the Waves based on Beyond the Wall (several posts on Departmentv.net, this is the last). One day I’ll finish the setting called Haunted Empire… anyway, top episode of Lore.

Listened whilst tidying the kitchen. Jolly good

Lore 165

Allusionist 131: Podlingual

This episode concerns two other multi-lingual podcasters:

In their podcasts Mija and Moonface, Lory Martinez and James Kim create autobiographical fiction in multiple languages.

Really loved the slice of life fiction in two languages for consumption by an English language listener, so your perspective on the conversation is entirely one-sided. Also non-English language media is (embarrassingly) something I think of even less than, say, racial and sexual diversity. I mean I know it’s out there, I’m a fan of French RPGs and graphic novels and I invited Tom to talk about Brazilian fantasy on the podcast but still, big blind spot for me. So hearing the sentence “podcasts are really big in Korea” should not be at all surprising but it’s just not something that I think about.

Listened to this one in the bath, really lovely.

Allusionist 131: Podlingual

301 Permanently Moved: The Kraken in the Social Seas

Great title that alludes to the pervasive and pernicious nature of social media and how it is always lurking, ready to drag you under. The author is using an app to block Twitter for their own good. Personally I’m deleting Facebook this week, and I’ve muted everyone on Twitter so I can be contacted but I’m not tempted to doom scroll (it’s not you, it’s me).

The Kraken in the Social Seas

Frankenstein’s RPG 4: Combat and Failing Forward

I’m ambivalent about RPG combat systems. I’m fine with abstractive hit points or real wounds or one roll representing a single sword swing or many, as long as the combat isn’t drawn out and painful to play. Which is why I feel that any Rolemaster derivative is welcome to feed itself ring-first into a threshing machine. Of the choices they came up with I think both D&D4e and in particular The One Ring are better games. I only played The One Ring once but I was really impressed about how the party chose different roles in the combat (front rank, rear rank IIRC). I liked this so much I’m sort of borrowing it for my own games.

(that said, there’s a cognitive overhead in all RPG systems and if a group has paid that cost in absorbing a game system like MERP and can make it flow, fair enough. But also, you’re wrong)

IMHO the more interesting part of the discussion is around failing forward; interesting because it really sounds like the group are not only coming from a different position than I would, I’m not even sure they were in agreement amongst themselves about what fail forward means. This isn’t a criticism of the points made — I agreed with pretty much everything everyone said. But the issue really illustrates one of the greatest barriers to game design, namely what the player think a term means vs. what the designer thinks it means.

This is my an alternative perspective:

“Failing forward” is a management term about learning from your current setback and ensuring that it doesn’t totally halt your progress. See the examples here and here. You can see there are various strategies for coping with failure, learning from it, and maintaining self-esteem. As one person said (Jim?) heroes fail on their journey when they need to learn something.

The problem with the premise of failing forward, as presented in the episode, is around excusing a failure, and transforming it into a success by an exchange for something else. The problem with excusing failure in this way is that suddenly the referee, and probably the rest of the group has to do some mental gymnastics to work out exactly how this failure is now not a failure. The comment about Scum and Villainy (and other BitD) was well made.

As I said on Twitter I think the problem comes from thinking that the “fail” and the “forward” happens in the same narrative beat and to the same PC, which is absurd. Failure is failure. What matters is that it doesn’t kill the game.

And here’s where you draw the true comparison with the leadership conversation: the referee can have any number of individual failures in the game, as long as it doesn’t completely exhaust options and demotivate the players. I’d go so far as to say the referee should actually coach the players, give them a nudge to try something else, make other opportunities visible. You can do that without just reversing a result or messing around with devils bargains, etc. You don’t need any game scaffolding to make this happen, you just need an open-minded referee.

Apocalypse World is the poster child for the indie movement in general and I guess where some of the concept of “failing forward” was born. But AW doesn’t excuse failures. Quite the reverse, “if you do it, you do it” and you own your failures, and the MC makes a hard move in return. But what happens is that there’s still an interesting outcome that drives the game on. Honestly I don’t think there’s anything special about this, it’s the way pretty much all groups I’ve played with approach this issue regardless of system.

TL;DR “failing forward” is a management and leadership problem, not a rules problem.

Frankenstein’s RPG episode 4

Leave a Reply

Your email address will not be published. Required fields are marked *

To create code blocks or other preformatted text, indent by four spaces:

    This will be displayed in a monospaced font. The first four 
    spaces will be stripped off, but all other whitespace
    will be preserved.
    Markdown is turned off in code blocks:
     [This is not a link](http://example.com)

To create not a block, but an inline code span, use backticks:

Here is some inline `code`.

For more help see http://daringfireball.net/projects/markdown/syntax

This site uses Akismet to reduce spam. Learn how your comment data is processed.