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	<title>Ludus Novus &#187; failure</title>
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	<description>The Art of Interaction</description>
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		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
	<webMaster>Gregory.Weir@gmail.com (Gregory Weir)</webMaster>
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	<itunes:summary>The Art of Interaction</itunes:summary>
	<itunes:keywords>ludology, games, game, design, rpgs, interactive, fiction, video, game, theory, interactive, art</itunes:keywords>
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		<title>Alternatives to Failure</title>
		<link>http://ludusnovus.net/2008/09/10/alternatives-to-failure/</link>
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		<pubDate>Wed, 10 Sep 2008 12:00:52 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Digital Games]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[agency]]></category>
		<category><![CDATA[death]]></category>
		<category><![CDATA[facade]]></category>
		<category><![CDATA[failure]]></category>

		<guid isPermaLink="false">http://ludusnovus.net/?p=36</guid>
		<description><![CDATA[Scott Martin over at Gnome Stew posted yesterday about failure in tabletop roleplaying games. Or rather, the alternatives to simple failure. There&#8217;s any number of reasons why players of an RPG might fail: bad die rolls, bad choices, or simple failure to turn the right direction at an intersection. But often, failure is a bad [...]]]></description>
			<content:encoded><![CDATA[<p>Scott Martin over at <a href="http://www.gnomestew.com/">Gnome Stew</a> posted yesterday about <a href="http://www.gnomestew.com/gming-advice/degrees-of-failure">failure in tabletop roleplaying games</a>.  Or rather, the alternatives to simple failure.  There&#8217;s any number of reasons why players of an <abbr title="roleplaying game">RPG</abbr> might fail: bad die rolls, bad choices, or simple failure to turn the right direction at an intersection.  But often, failure is a bad thing for everyone.</p>
<blockquote><p>Character failure isn’t always a bad thing– if you step back from your character’s eyes and think of the game as a story, you might even root for your character’s failure at times. Failure can show adversity&#8230;, create sympathy&#8230;, feel right&#8230;, provide material for character introspection, and more. But when you get to the climax of the story, it sucks when the dice come up ones and you’re just a sidekick and someone else laps up the glory.</p></blockquote>
<p>This is a problem in tabletop RPGs and in digital games.  Does the game master or developer/game engine just allow the Total Party Kill, even if the fate of the world is at stake?  If the player misses her chance to find a vital clue, is she out of luck?  Martin lists an array of possibilities, and they&#8217;re equally applicable to digital games as to tabletop RPGs.  I&#8217;ll discuss how digital games can deal with failure after the break.</p>
<p><br/>Read the rest of <a href="http://ludusnovus.net/2008/09/10/alternatives-to-failure/">Alternatives to Failure</a>...</p>
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