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13th Age - Foolz!

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particularly bad way. But a failure isn’t always<br />

entirely terrible. . . .<br />

Fail Forward!<br />

A simple but powerful improvement you can<br />

make to your game is to redefine failure as<br />

“things go wrong” instead of “the PC isn’t good<br />

enough.” Ron Edwards, Luke Crane, and other<br />

indie RPG designers have championed this idea,<br />

and they’re exactly right. You can call it “fail<br />

forward” or “no whiffing.”<br />

The traditional way to interpret a failure is<br />

to see it as the character not being up to the task<br />

at hand. A low roll on the d20 implies some<br />

unexpectedly poor showing on the character's<br />

account. This interpretation is natural, and in<br />

practice we still use it quite often: occasionally<br />

we want failure to mean sheer failure and<br />

nothing but. That’s particularly true when<br />

characters are attempting skill rolls as part of a<br />

battle; when the rogue tries to be stealthy in the<br />

middle of a fight and fails we’re generally not<br />

failing them forward.<br />

But outside of battle, true failure tends to<br />

slow action down rather than move the action<br />

along. A more constructive way to interpret<br />

failure is as a near-success or event that happens<br />

to carry unwanted consequences or side effects.<br />

The character probably still fails to achieve the<br />

desired goal, but that’s because something<br />

happens on the way to the goal rather than<br />

because nothing happens.<br />

Suppose a player makes a Charisma check<br />

to have his or her rogue rustle up some clues as<br />

to where a certain monk of the black dragon<br />

might be hiding. The player fails the check.<br />

Traditionally, the GM would rule that the<br />

character had failed to find any information.<br />

With 13 th <strong>Age</strong>, we encourage you to rule that the<br />

character does indeed find clues as to the<br />

monk's location, but with unexpectedly bad<br />

results. Most likely, word has gotten to the<br />

monk that the rogue is looking for him, and he<br />

either escapes before his lair is found, or<br />

prepares for the group, either setting up an<br />

ambush or leaving a trap. The failure means that<br />

interesting things happen.<br />

Here’s an example from Jonathan’s<br />

campaign: Honeybottom, the ambiguously gendered<br />

halfling rogue who is way too friendly with the<br />

Prince of Shadows for her allies’ comfort, is sailing to<br />

Drakkenhall thanks to the Archmage’s artificially<br />

channeled winds thrusting the ship efficiently<br />

forward. As an accomplished mingler and agent,<br />

Honeybottom attempts to befriend and impress one of<br />

the ship’s officers. It’s a Charisma check using<br />

Honeybottom’s entertainer background. It’s not that<br />

hard a task, so it has DC 15, but Honeybottom rolls a<br />

4 and her level bonus, Charisma modifier, and points<br />

in entertainment don’t get her anywhere near 15.<br />

Used to the old way of interpreting failure, the player<br />

offers this interpretation: “I try to make small talk<br />

with him, but then I throw up a little on myself.”<br />

With “fail forward” as his mantra, Jonathan<br />

interprets the bad d20 roll quite differently. The<br />

suave PC does indeed make a good impression on the<br />

officer, but in private conversation the officer seems<br />

to be strongly hinting that he’s a recreational<br />

cannibal of some stripe. Honeybottom hasn’t exactly<br />

failed in winning the officer over, but she has failed in<br />

advancing her own agenda. If anything, the party’s<br />

prospects became a bit dimmer now that one of them<br />

has drawn the attention of a sociopath.<br />

Here’s another example from one of Rob’s<br />

games: Sir Gilly Tallfather makes an Intelligence<br />

check using his heraldry background to loudly<br />

proclaim the likely result of the upcoming game of<br />

Cricket, a complex halfling sport in which two<br />

trained crickets alternately sing beautiful songs<br />

together or tear off each other’s legs in gladiatorial<br />

combat. Gilly fails badly, but instead of making the<br />

wrong prediction, he correctly calls the result of the<br />

match, while costing a gang of gnome toughs who<br />

were controlling the betting a hefty chunk of change.<br />

Rob didn’t know the toughs were involved in the<br />

match UNTIL Gilly failed.<br />

And one final example that almost<br />

happened in Rob’s campaign but the action<br />

went elsewhere: The party is climbing a set of cliffs<br />

to stage an ambush on agents of the Diabolist<br />

traveling in hot-air balloons kept aloft by demons.<br />

The Strength and Dexterity checks using various<br />

relevant backgrounds don’t go very well, but ruling<br />

that the characters can’t climb any further or that<br />

© 2012 Fire Opal Media. All rights reserved. 50

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