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  • ✇Gnome Stew
  • Failures are more interesting than successesTomas Gimenez Rioja
    From the beginning of the hobby, there have always been many different methods to randomize how an uncertain event transpires in TTRPG. Because it is uncertain, there is a chance of failure. Because we have been trained from our very beginnings in life to seek success, many of us fear failure. What if I told you failure is a much more interesting outcome? (at least in TTRPGs) For some, it might be a bit controversial. Getting to land that crit in the final boss to send them to their final slumb
     

Failures are more interesting than successes

7. Srpen 2024 v 12:00

From the beginning of the hobby, there have always been many different methods to randomize how an uncertain event transpires in TTRPG. Because it is uncertain, there is a chance of failure. Because we have been trained from our very beginnings in life to seek success, many of us fear failure. What if I told you failure is a much more interesting outcome? (at least in TTRPGs)

For some, it might be a bit controversial. Getting to land that crit in the final boss to send them to their final slumber might be epic and rad af, but there are amazing stories to be told as well through failure. In fact, in many cases I would argue these stories are even MORE interesting than those that come out from successes.

Some time ago, I encountered this video from Dropout and Dimension 20’s Sam Reich, talking about why he prefers failure over success in TTRPGs. And you know what? I agree with him. So for that, I piled up all my reasons why and put them into this article. Feel free to debate with me in the comments if you believe I am right or not. How do stories begin in media? They start with a problem. How does the problem occur? That is because there was a failure either from one of the protagonists or the world itself. That is what creates a story interesting enough to deserve to be told. A story of a protagonist overcoming the odds after a failure, getting to learn from it, or maybe the other way around, succumbing to a path of corruption coming from that first domino piece. All in all, what is it that kickstarted it all? You know it – the failure!

Failure in life

There’s no better starting point than one’s own experience to begin my argument. We all experienced failure in our lives, in a bigger or lower scale. I am no different. In fact, you can search for some of the interviews I was done in the space, and you will find me talking about many of my failures. But I grew stronger from them all. I learned. I like to think I am a better person because of it, and will not trip with the same stone again. We all love the underdog story for a reason. We can see ourselves represented in it because (except for some crappy people) we have all been there. That is what makes our story interesting to tell. We better discover ourselves and get a good story from it through our failures.

Botching your check

A Natural 1, botching your roll, dropping the Jenga tower… however it is in the game you are playing that you get the worst possible result. Our character is going to have a terrible time. Look back in your memory lane to your most memorable moments in TTRPG. I am CERTAIN that at least one of those involves botching a roll. It may have derailed your whole campaign possibly. It has THAT level of impact at times. Not that a success may not have it, but failures are even more unexpected than successes, and that tells brilliant tales in my opinion.

Picture a normal battle against some bandits occurring. Basic, simple. Now, they place them in the middle of a gala, and have a ranger’s fire arrow start a fire due to a botched roll. By the next round, you are fighting bandits while rescuing people in a raging inferno of a mansion. That encounter went from boring to incredibly exciting only from the result of a roll. I am sure that will leave some consequences that will turn into an unexpected and incredible story going forward. As a simple example, the player characters may now be sought by the law for the disaster they caused, forcing them to become criminals from a mafia organization.

Learning and Character development

 Without failure, we decrease the stakes, consequences, and slow the pace. And, most importantly, without failure there is no character arc.
– Sue Coletta, Resident Writing Coach for Writers Helping Writers

As stated before, I find nothing is better than failure as a learning experience. When you create your perfect cyborg in your futuristic game, it is when they get hacked due to a failure on their part and start to doubt their humanity that true character development starts for them. Overcoming a problem (success) may have plenty of impact in character progression, but where would that all be without a previous failure on the character’s part that put them there?

Degrees of success and failure

Part of these problems occur due to the binary types of results most of the popular TTRPG offer. You either succeed or fail. There is not much of an in-between point according to the rules. If the GM adds one, that’s more of a house rule or optional rule. However, nowadays we have plenty of narrative-first games like Powered by the Apocalypse games that bring with them the chance of more often than not moving the story forward, but with something else going wrong or happening. These degrees of success and failure are added into the games to solve this problem by adding more failure into the mix, instead of being mostly a 50/50 chance, or granting more success than failure.

Conclusion

As you see throughout the article, I have provided several reasons why I believe a botch is more interesting than a critical success. I tie it with how failure works in the narrative of a story, and indicate how a moment of utter failure helps in most cases characters and the setting around them grow in ways it wouldn’t normally. There are great things to come out of successes and critical successes, of course! I just want to open this debate and see what y’all have to say from your experience.

So… what’s your take? Do you believe I am a GM that likes seeing my players suffer? Do you agree with me wholeheartedly? What’s your position in this debate? Let me know in the comments below!

  • ✇Gnome Stew
  • Start your Campaign with a WeddingTomas Gimenez Rioja
    Since the beginning of the hobby, starting at a tavern has been the most cliche and stereotypical beginning for medieval fantasy campaigns in TTRPGs. They are that way for a reason! Taverns are meeting places for all different kinds of people to group up and find missions to get started. The tavern keeper always has some gossip or information to give, maybe some rats to kill in the attic. There is always that mysterious person in the shadows as well, ready to approach the group of wacky individ
     

Start your Campaign with a Wedding

19. Červenec 2024 v 12:00

Since the beginning of the hobby, starting at a tavern has been the most cliche and stereotypical beginning for medieval fantasy campaigns in TTRPGs. They are that way for a reason! Taverns are meeting places for all different kinds of people to group up and find missions to get started. The tavern keeper always has some gossip or information to give, maybe some rats to kill in the attic. There is always that mysterious person in the shadows as well, ready to approach the group of wacky individuals and make a team out of them. I, however, come here to offer you something that is far better (in my opinion) than the tavern beginning, and it can easily be applied to any TTRPG.

The Wedding

Note that even though I say a wedding, many sort of similar parties apply. A “fiesta de quinceañera“, a funeral, a bachelor party, or any sort of meeting that encompasses people from different areas connected to one same person or group of people works fine. All of these usually have events going on during the meeting in which everyone is invited to participate. Apart from that, people are put in groups or they self-gravitate into forming smaller groups of people to chat with. Once they are all together in one same spot, within the same subgroup, it’s time for something to go wrong or have someone recruit the group.

I tried this approach at the start of two of the last campaigns I ran: one for Pathfinder 2e, the other for City of Mist (which you can see in a soon to come Spanish Actual Play by RolDe10). The Pathfinder campaign involved the wedding of the Emperor’s right-hand man, having all party members meet up and put into one table together with one NPC that was going to be important to the story. During the event, there is an assassination attempt on the Emperor’s right-hand man, and the story starts from there. For City of Mist, all player characters meet during the “fiesta de quinceañera” (an event celebrated in Latin America when a woman turns 15) and the birthday girl never appears, because she was kidnapped. Both events are kind of similar, having the players meet at an event without knowing each other (or having a few connections with each other), and something happens that kickstarts the campaign.

The best tutorial

Both times I ran this kickstart event for a campaign, I was teaching the players how to play the game. At the same time, they were getting to better know their characters. These meetings usually have events going on in them. It is pretty usual for weddings to have games, or have the classical “grasp the flower bouquet”. Think of them as the first checks or interactions the players will have with the system. It’s a no-risk situation that players always want to participate in because they are just fun. Even if they decide to have their character not participate in it, that also shows the kind of character the player is playing.

In Media Res

In media res, which is Latin for “in the middle of,” means dropping the players into the action from the very start. I have tried this several times, and it has never failed me. It immediately hooks the players and gets them into character. Being in the middle of a celebratory event, you can have them start in some low-risk but action-heavy event, such as dancing with an important NPC, or carrying a plate full of food as a waiter. Once you have them there, they describe their character, what they are doing and how, and they make a first roll. Players get to know a bit about the system immediately, allowing them to better know how their actions have consequences.

Campaign Kickoff

Once the big meeting has occurred, and all the key parts of the campaign have been introduced (players and important NPCs), it’s time to show what the campaign will be all about. This can happen by having something or someone break into the meeting, or by having an NPC approach the player characters to fill them in with information. As I said, I used both an assassination attempt, and a kidnapping as past examples and both worked excellently. Having a knight of the king break in, having the mother of the birthday person abducted by an alien, or having an NPC approach the PCs because they did extremely well in an event that transpired there could work just as well.


The 4 steps to make it work

In essence, this meeting will be separated into 4 different steps:

  1. In Media Res Start. Start with a bang to instantly drop the players into the game. Have them rolling from early on and you will have them interested in no time.
  2. The First Meeting. Players are put together at the start of the meeting. Maybe there was no one else they knew at the party so they are put with each other, maybe it’s a mere coincidence. Note that not all player characters must be together at the start, but it is recommended most of them do. That way it is not as difficult to put them together to continue the campaign.
  3. The Mini Events: Just like minigames, the mini events are risk-free reasons for the players to interact with the system through their characters, as well as getting to know important NPCs. In funerals this may be doing a whole oratory about the now deceased person, in birthday parties hitting the piñata, etc.
  4. Campaign Kickoff: Have something happen that sets the player characters in motion to work together for the duration of the campaign.

Conclusion

Simple, right? Next time you start a campaign, no matter the game system, try doing so with a wedding or similar event! You will see in no time how great of a campaign starter it is. It will also catch your players by surprise, who might be expecting another tavern beginning!

Have you ever started your campaign with a similar event? If so, let me know in the comments below, so we all can inspire each other campaign starters!

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