That’s where my problem comes from. I’m not experienced enough to know immediately where failure is acceptable or not; rather, I don’t always have backup plans or ideas for when things that should be able to fail, fail. So I roll, and it fails, and it should fail, but I’ve got no idea what happens when it does. So it doesn’t fail.
I think I’m getting better at improv-ing events and making backup plans. It’s still difficult for me to find the balance between the story I want to tell/ have prepared vs the story that my players wind up creating, but checking in with my party here and there tells me everyone’s having fun and only rarely does anyone feel gipped or abused by dice rolls.
Prior to rolling, think about what will happen if the roll fails or succeeds. If you are worried about failure at all, that is a good sign that failing is probably not an option. Basically, if you are able to make the decision to fudge it when it happens you had the same time frame to decide notnto risk that need to fudge in the first place.
Over time with more experience you will find ways to make failure a bump in the road to fun tims.
Thanks for spelling it out like this. I think I’ve been too focused on “doing something” and keeping the game going, that I don’t stop to think before doing some things. Ie rolling before I know what will happen with a failure. I’ll try to take more quick pauses to think things through, and worry about smoothness of play later.
It might be a little bumpy at first, but should speed up with a bit of practice and the practice of thinking about failure will happen more often!. Plus the more you think about it the better you will get at coming uo with ideas for failure and that will let you being back the random rolls!
if you don’t even roll, then you’re robbing your players from the feeling of a near miss
also taken to its extreme, your players will probably just work out that they aren’t going to die at all and start taking stupid risks that they shouldn’t
and yeah, at that point you can punish them, but you’ve been responsible for them getting to that state in the first place, so you’re essentially punishing them for your own mistakes
This is another thing I fear, that causes me to do probably unnecessary rolls. I want the story/ gameplay to have at least some semblance of believability, so I don’t want everyone risking their life on a curiosity because they know I won’t kill them, but I also don’t want to “punish” players every time they take a step off the walking path.
I’ll admit it right here: sometimes I roll the dice just to give the illusion of risk, when in reality I’m buying time to make up the results of what someone just did.
RPGs depend on mutual respect. If you think your players will metagame you and you need to punish them then it stops being a collaborative roleplaying game.
There are more better ways to make a player fear for their character other than death.
Like killing a beloved NPC, making the situation much worse, taking away their valuables, making their god angry, being hunted by assassins, making them wanted across the kingdom.
Death isn’t the only punishment a GM/DM has at their disposal.