Narrator Advice
Failure is Always An Option: Character Defeat is Player Victory Too
by Mike Holmes
Copyright © 2005, Mike Holmes
Introduction
RPG players have long noted that, while RPGs aren't films or books and shouldn't
always be treated as such, that often the rules of drama do apply well to decisions
made in RPG play. I mean it'd be a dull film if Indiana Jones got out of the snake pit
and didn't find that the ark was just then being moved, but instead that it had been
shipped a while back with no trace as to where it had gone. Character failure in drama
is never used to cause the plot to cease in the middle of the interesting stuff;
instead it moves the plot along. Writers use the principle below constantly.
Basically what this essay intends to show is how to ensure that character defeats are
fun for players. Because characters are going to fail in Hero Quest - perhaps at an
even greater rate than they do in other RPGs. To make the game really fun, players
have to enjoy failures as much - or even more - than they do the victories. This is
not as hard as people think.
Rule #1: Failure Doesn't Mean the Character Looks Bad
Goal statements are never 100% airtight as to what a player can expect from a contest.
The narrator has the rights to affect the outcome in several ways. For example, he
certainly has the right to add whatever sort of color he likes. That is, beating the
other character up the wall, the narrator would be within his rights to narrate either
of the following results for a failure:
"Your character slips a lot, and generally looks like a klutz, making several stupid
mistakes along the way, practically handing his opponent the victory on a silver
platter."
Or:
"Your character climbs skillfully, and with great vigor. And it looks like he's
going to win, when suddenly the wind throws dust into his eyes, and his opponent
manages to just squeak by him to win the race as your character pauses."
So here we can see that the narrator has substantial control over the stakes in that
he can make a character look good or bad, at the very least. This is a powerful form
of control over the stakes, and leads us to the first rule of making failure fun.
To some extent, the content of the above narration could be said to simply be color.
There's not necessarily and mechanical effect. Though in HeroQuest, it's possible
that the narrator could pass on a penalty, in addition to the loss condition,
representing embarrassment or something. He doesn't have to do so, but it's his
prerogative to do so.
But even if it's solely relegated to color, the player may feel that his character
simply isn't cool any more. For most "Player Heroes," this sort of narration less
than heroic. So, generally speaking you want to make the character look cool in
resolution. There are several ways to do this, but one technique that always works
is to assume that the loss was the fault of fate, not the character's abilities.
That's the difference in the examples above. The first example assumes that the
character's skills failed him completely somehow, and that it was entirely his fault
for the failure due to terrible performance. The second example has fate conspire to
cause the failure.
In fact, it can be argued that it's more "realistic" to have the dice represent the
minutia of fate - after all, the character's skill doesn't actually change at the
moment of a bad roll, does it? If he's "Agile" he doesn't suddenly become clumsy
because he had a bad roll. Something happened that made him look bad. You don't
really need a rationalization for this rule, but if you want one, here it is.
Now, that said, sometimes the character is clumsy, or the character may be the comic
relief. Or it may simply happen that now would be a good time to show how human the
character is, meaning how inconsistent we can be. The point is that you shouldn't
follow this rule 100% of the time. But that's not the same thing as saying that you
shouldn't be working to make failure fun. What it means is that you have to decide
when a clumsy or funny failure is better than one that leaves the character smelling
like a rose.
When in doubt, make the character look cool. You really can't go wrong.
Rule #2: Failure Means Conflict
Failure Means Failure
Many scenarios, published or not, suffer from a problem in their design. At some point
there's some contest that's slated to occur upon which the entire success of the
scenario hinges. Now, sometimes when this is the climax of the scenario, this isn't
that problematic - the scenario is due to end anyhow.
But it's long been understood that when you come across such a scenario situation,
and failure occurs that you have one of two choices: either end the scenario, or
create some way on the spot to allow the scenario to continue. Yes, we've all become
good at figuring out tricky ways to get around these points when they happen. But why
should we have to do so? Often these tricks don't work, in fact. While they might put
the scenario back on track, they may do so at the expense of the feeling that contests
are risking anything. That is, if your character fails, and then is given the award
that was supposedly at stake anyhow, one begins to feel that the resolution system
is pointless.
In fact, HeroQuest is so dedicated to the idea that you have to feel the stakes, that
it has the "No Repeat Contests" rule. If you fail to get the door open, you fail to
get the door open, and you may not try again until you get it right. A roll in
HeroQuest goes directly to whether or not you get the goal of the contest.
Don't let failures be meaningless, make them count each and every time.
Failure Means New Options
So how can one avoid the problem of characters dead-ending when they fail? By
complicating their lives when failure occurs. Instead of failure simply being a
resolution to an open conflict, it should be an opportunity for the narrator to
create a new conflict.
So, looking at another example that's often used to illustrate this concept, a
character wants to pick a lock on a door. Now the narrator could say that failure
means that the character tries for hours, and finally just gives up. In addition to
violating rule #1, here, this leaves the player with no options. If, in fact there
are other options - say breaking a window, then the new conflict becomes whether or
not to break the window.
Basically, if there is no situation that existed previously that would constitute
other options, always be sure that the failure gives new options, and ones that
aren't as savory as the previous ones. You can do this up front by negotiating more
interesting stakes with the character. In the lock-picking example, you can make the
goal to pick the lock before anyone comes along and sees the character at it. Because
failure then means that the character has to deal with this new individual, a new
conflict.
In fact, instead of allowing a player to try other options, make failure mean that he
has to abandon the previous contest, and deal with an entirely new problem. This
creates more action, and means that failures have a lot of bite. It also often means
that it's dramatically allowable for the player to come back to the original contest
if he takes care of the new one. For instance, if the character defeats a guard who
caught him picking the lock, then you can allow him another shot at it, with new
stakes. Perhaps this time it's to open the lock in enough time to get back to
somebody he's supposed to meet. Make sure to escalate the consequences here, however,
else you risk this becoming just another case of allowing multiple stabs at the goal.
When in doubt, make the failure stick, but give the player a whole new set of
circumstances to deal with, rather than allowing him to come back to a previous
contest. But do make sure that this new set of circumstances is at least as
dramatically compelling as those that were lost with the failure.
Quite simply, never allow failure to be a dead end to player options.
NPCs
One particular case often comprises such a wall, and that's failure to get critical
information from somebody. GMs in many games are fond of making contests out of these
situations to see if the character can get the NPCs with information to talk. The
first thing to consider is that these often aren't all that interesting as contests,
and that if you can find a way to have the NPC spill the beans, that you should do
so. Being a good narrator means getting information to players as fast as possible,
while maintaining drama. So don't stonewall with NPCs too often.
If you feel that you have to make a contest out of such a situation - sometimes a
player will demand such - then be creative with the stakes so that failure either
leads to the case where the player has some new problem to deal with. That is,
often it's just as dramatically appropriate to have the contest be about making a
deal for the information. Maybe the character has to give something up to get it if
he loses the negotiation (maybe it's a contest over the amount of payment). Maybe
the contest is really about how nasty a character has to get in order to force the
information out, and, therefore, how much of an enemy he makes with the character in
question.
Rule #3: Fiddling After the Fact
All of the above assumes that you've made these stakes clear ahead of time. If the
player says, "I want to get the info from Fast Eddie" then you respond, "Well, I'm
sure it's just a matter of time...if you fail that'll mean that it's taking forever
to get the information and you'll miss your scheduled meeting to get it." The player,
once he understands what the potential failure conditions are, will be satisfied with
them if they come up, because he's tacitly agreed to them (or, for some groups, even
negotiated for them explicitly).
However, it's possible to skillfully alter the failure conditions after the fact.
That is, the player didn't say that the negative outcome of his contest had to be not
ever getting the information. In fact, in most cases, it's hard to imagine that a
character would fail at something like this given time and persistence. There has
to be something else at stake that's not stated that indicated the end of the
contest.
So occasionally it's OK to play around with the obvious negative outcome, and make
it something else. In the Fast Eddie example, instead of clearing the stakes with
the player up front, you simply announce that Fast Eddie is talking forever, and
that it's dragging on. If you know your players fairly well, they usually will
appreciate this. Especially if the downside that you create is at least as harsh
as what would happen if the simple failure condition of failing to meet the goal
occurs.
Some people see this as letting the player off the hook, or messing with their
intentions. If you think that you're doing either, then go back to the simple
obvious failure declaration. Don't risk it. But if you have the trust of your
players, and think you know what would be cool in a particular situation, then
changing the outcome here is really just the same sort of narrator prerogative
that is employed when creating color like making a character look cool (from Rule
#1 above). You're tweaking the outcome to be more appealing to the player.
And it will be more appealing if this tweaked outcome leaves more options open than
less. Especially if there are now harder decisions to be made.
This rule has one other advantage. If the narrator keeps for himself the right to
modify the negative stakes somewhat after the fact, the player can never be sure
exactly what's coming. This is suspenseful. Could death be around the corner - would
the narrator do that now?
Rule #4: A Fate Worse than Death
Players often see death as the "Ultimate" penalty, and so they should, since it's
actually the only real player penalty. That is, you lose the ability to play your
character (usually), if he dies. This can be a very powerful thing in play, actually...
if and only if the conflict from which the death occurs is worthy of it, however.
Somebody once called Rolemaster "The game where butch veteran warriors are
accidentally killed by backhand slaps from frail barmaids." What he's commenting on
is that there are times when physical confrontation should not be about whether or
not somebody dies. Because there are more interesting things to put at stake with
relation to these sorts of conflicts.
Oh, sure, it may seem like a NPC is trying to kill your hero, but that doesn't mean
that the narrator has to assume that this is the downside stake. This is the most
powerful example you can give of where the "standard" contest says that death should
be the outcome of loss. But even then it's not necessarily true. For several reasons:
- There are fates worse than death. What does Westly say in response to Humperdinck
saying, "To the death?" He says, "To the pain!" And then explains what awaits
Humperdinck should he fight - which does a better job of intimidating him than
threatening death ever could. When in a situation where characters seem to be trying
to kill each other, consider that the enemy may consider maiming as a better result
than death.
- Or incarceration. There are so many reasons you can come up with for characters to
incarcerate each other. Including torture and deathtraps? Are deathtraps unrealistic?
Well, no, they relate to...
- Humans don't like to kill other humans. It's arguable that it's genetic. But at
the very least it's certainly trained into us by every culture in the world. If the
opponent isn't a sociopath, then he'll only kill in a moment of passion. And that's
rare.
- So, even in combat, humans go out of their way not to kill each other if they
don't have to do so. Taking prisoners is horribly debilitating in terms of your
ability to fight, but most societies do it anyhow as part of the "rules of war." Why?
Because killing is the most ugly business, and they hope that the other side will
feel the same if they're captured.
- Even when one does want to kill, one wants this for some specific reason other
than just the death of the opponent. That is, there's always something else on the
line. Perhaps pride, or love, or justice. In any case, whatever this reason is, can
be the actual goal of the contest.
Now, all this said, am I saying that death should never be on the line? No. There's
always the sociopath villain who doesn't have time for a deathtrap, and who we all
feel has gotten so fed up with the protagonist that he wants to kill him. The point,
however, is that you'll know these moments when they happen, and the player will
probably agree with your decision to put death on the line. This turns out to be the
case in a remarkably small number of cases, as it turns out.
This all said, one can put death on the line more often than one might think in HQ,
especially using simple contests, because the odds of a complete victory between
somewhat equal opponents is only 1:400 on either side. And, as always, there's the
"immediate rescue" escape clause in these cases. The fact that this is 1:400 means
that if you do decide to use the escape clause, it won't get hackneyed.
Only put death on the line when it's dramatically very appropriate to do so.
Otherwise, put something else more interesting at stake.
Rule #5: Handling Complete Defeats (A Fate Other than Death)
Now, for a more technically difficult topic: what to do when a complete defeat comes
up in a contest where the goal is not death? To understand this, you have to
understand what the penalty is with regards to Complete Victory. There's this
escalating scale of penalties and then...death? Or vague notions of something
similarly permanent?
Complete Victory means you alter the opponent permanently in a way that makes the
opponent unable to compete at all in that arena of conflict. Death, in fact, means
that the character can't compete in any arena. But, let's say that the goal is to
get the grail out of the temple intact. What does this mean to a character that gets
a -10% penalty? Well, he's injured, but he can take another stab at digging the grail
out, right? Probably with the penalty applying unless he takes time to heal up.
What does failing to kill a character mean? Well, that he's probably wounded, but
that he lives to be a source of potential conflict in the future. Only by Complete
Victory do we eliminate him as a source of conflict in the combat arena by killing
him.
So what does Complete Defeat mean in the case of the grail? It's destroyed, of
course. No chance at recovering it, the temple collapse has crushed it flat, and
the magic is gone. There can no longer be any contests regarding recovering the
grail, that avenue is now closed completely.
Now, that sounds like it could be a rotten result. But it's just like selecting
death as the negative stake - we assume we wouldn't have set up this contest unless
it was the end of the movie, and it would be dramatically appropriate for it to be
forever lost. So, again, we only choose this stake if/when the outcome would be cool.
Otherwise we come up with a more interesting conflict, one that probably uses Rule #2
to lead to new contests.
For example, a complete defeat on climbing might leave the character get half way up,
suddenly realizing that he has a paralyzing fear of heights, and unable to get down.
Now he has to figure out how to get down (new conflict), and he can never, ever have
a contest to climb anything high again.
Until, of course, he can. Note that "permanent" for a complete defeat doesn't mean
that the situation can't be remedied. Climbers with acrophobia can be cured of it
(just ask Jimmy Stewart). Holy Grails can be rebuilt from the crushed remains. In
fact, the dead can be returned to life. There's nothing like being completely
incapacitated in some way to create conflict about fixing that situation. Check the
healing chart out, it's right there: Resistance only 20W.
Rule #6: When In Doubt, Ask The Player
Really this is self-explanatory. If you're not sure whether or not a player will like
a particular form of failure for his character, there's one easy way to find out.
Simply ask. Don't always do this - it takes time, and can drain a little of the
suspense out of the results. But if you're at all uncertain, there's no reason why
you can't have a quick discussion with the player to find out what he thinks the most
interesting failure is.
In fact, the entire game group is a good source for inspiration here if and when
you're out of creative ideas. Instead of going with something default, try getting
somebody else to come up with a creative failure condition. The narrator has final
say on what it is, but that's no reason not to tap your players for ideas.
Conclusion
There's nothing in HeroQuest that mandates that contests must be framed in one way or
another, it's quite open about it. Narrators should feel free to be creative with how
they construct the conflicts and interpret the results so that they can make them
constantly entertaining to the players, even when the results of contests are
failures. Work with the players, not as an adversary, to come up with results that
are entertaining for all involved.
The biggest benefit of failure being entertaining for players, is that they can stop
worrying about try to play to win, and instead concentrate on playing their
characters in a way that's entertaining. This is how HeroQuest facilitates heroism -
not with Hero Points there to save the character's bacon, that doesn't work a
remarkable amount of the time. It's loving failure as much as victory that drives
players to have their Heroes act, well, like heroes.
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