Posts Tagged ‘Buffy: The Vampire Slayer’

Fun with Failure

Do you allow your players to declare that their characters automatically fail?

Let me tell you about my character. Trooper Shiv came from rural Georgia. He joined up with the 3:16 because in the unbearable lightness of the far future there were only so many jobs. So Shiv signed on the dotted line, went through basic on the moon, and promptly got shipped off to a war nobody could possibly be prepared for.

Shiv had a lot of bad luck. He was blinded on an early drop, and the replacement eyes the 3:16 gave him never actually worked. The best thing that ever happened to him was when he got stuck with an alien brain parasite. At last he had a friend.

He wasn’t a bad soldier. He just wasn’t the kind of guy things worked out for. A lot of the time, I’d roll the dice for him, and I’d be hoping for a failure. Not really to torment him, just because I didn’t really think that his story was a happy one.

In 3:16, there’s no upside to failing conflicts or even individual tasks.1 It’s not Buffy the Vampire Slayer, where you get points for taking one for the team or the story. I just hoped my character would fail.

One of the themes of Cavaliers of Mars is that characters’ fortunes swing wildly. While they’re generally competent, sometimes they’re just going to be down on their luck… and sometimes the dice are going to bring them low. But players can also choose to blow a task check. Specifically, they can choose to critically fail. In exchange, they get a point of Luck, so that things will swing back their way at some point in the future.

The Luck point is there to encourage certain kinds of drama, but the main reason characters are allowed to just fail is that I think that players should be able to shape the hardships their characters face. It’s really just an extension of allowing players to choose impossible odds.

Does a player deliberately screwing their character up break your immersion? Do you feel that your favorite rules cause failure often enough that letting a GM or player inflict more of it damages the tone of the game? I only addressed games with a roughly traditional player/GM divide here… are your preferences different when it comes to games like Fiasco?

 

  1. Although taking a Weakness can spare your character from getting killed.