Tuesday, December 8, 2015

Writing Every Day 26: In Defense of Critical Failures

I was not going to write about this topic. I pretty much believe that critical failures are something that RPGs have moved beyond and that more interesting options exist. Well, believed.

Believed, you see, because just now when I tried to pour myself some wine from the Trader Joe's box, the spout popped off in my hands and wine started exploding out of two points on the nozzle, rapidly filling my wine glass and the closest vessel I had at hand, a crock pot.

My wife was laughing. I understand why. There I was, fingers jammed into two holes that both spewed out a spray of wine, like an alcoholic little Dutch boy. It was funny. That it was funny is why I think there's room in the world for critical failures, after all.

In game terms, what happened would fall in the realm of a critical failure. (Why I would be rolling to pour some wine begs for some consequences, like spotting a sabotaged pour spout, for instance). If that kind of event happened at the gaming table, I bet it would have caused a few players to chuckle at their fellow's misfortune. The moment would be funny and fun, and maybe inspire that player to improvise. Maybe it's just the crockpot of wine I'm drinking, but isn't that what games are all about?

I think there's room for that level of failure on an attempted action. Often I see critical failure results that are just malicious, that cause damage to a character or kill the character outright. I don't think that's what critical failures should be about. They should be manic, or comedic. Pratfalls and not unintentional self-immolation. A critical failure, handled carefully, can bring some levity to the game and provide the players with a fun and unexpected moment.

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