On 15/08/2017 at 9:45 PM, Donovan Morningfire said:My own approach in these cases is to take a page from the 7th Sea 2nd edition RPG and FATE Core.
Once the players pick up the dice, they are going to "succeed" in that they complete the task and the story moves forward. However, if they are unable to generate an uncancelled successes on their check, they instead "fail forward," essentially succeeding at a cost, something that makes the scene interesting without totally derailing the plot, with the potential to use any advantages generated able to be used to offset some (but not all!) of that cost of success.
It's worked out pretty well, and some of players have come to eagerly anticipate the other shoe dropping, while others await with dread what could possibly have gone wrong, and in some cases coming up with ideas (before someone else tells them to shush) that are far more sinister (or amusing) than what I've come up with.
Keeps the story moving (important!), keeps the players on their toes (also important but also fun), and avoids constant re-rolls until they succeed (boring!)
Interesting to see different GMing approaches. To me, this would wind me up no end; I would prefer to have the possibility of failure. What you've described here - succeeding at a cost - would, for me, come about on a Success with Threat result.
To be honest, I find the idea that Failure doesn't move the story forward somewhat strange. Think of Indiana Jones , where Indy fails all the time, but these failures (combined, crucially, with the actions of the antagonists or the nature of the environment) continue to drive the story onwards. James Bond also fails a great deal, and almost every mystery story ever is characterised by a sequence of failures that push the story onwards; think of an episode of something like House , where the characters fail repeatedly (sometimes with Threat, sometimes with Advantage) but that failure doesn't stop the narrative...because there is still a pressing issue to deal with, normally one that is worsening and, if they don't keep trying, will end in an ultimate failure.
The issue that I think a lot of GMs have is that they consider "Failure" the same as "Not Success". Failure isn't just an absence - it is a thing in itself, with consequences (whether immediate or longer-term). It shouldn't stop the story and leave everyone wondering what to do next; it should have ramifications that force the PCs to make a decision. If there are no consequences for failure, then I generally wouldn't bother with a check; as you said, repeatedly trying to roll the same thing over and over again is very boring.
In some ways, I wonder if the Advantage/Threat element of this system actually distracts from this; GMs see Failure with a load of Advantage and so don't want to have something bad happen. But that's not the point, at least the way I see it - failure is still a bad thing, and should still have the same bad consequences for the characters that it always did. Advantage just means that the characters can salvage something from that situation.
Of course, this is all just my personal preferences, not a slight on anyone else's approach.