I agree with your last paragraph. I believe many folks have a good idea of what they’re looking for in a game and select games and gaming methods accordingly.
However, I also think that there’s plenty of people who don’t fully understand the things they’re claiming not to like. And when they elaborate or put forth their ideas on those things, this lack of understanding becomes clear.
Some of the posts in this thread are, therefore, not about trying to tell anyone their preferences are wrong or even that they’d adopt such and such game if only they understood it… but rather about correcting misconceptions or outright falsehoods about a game.
Regarding your earlier point about risk mitigation and long term goals… I have never really struggled to see either one in the narrativist games I’ve run and played. So I don’t agree with your assessment.
I don’t see how that’s the case. Anyone picking a lock is going to be concerned with possibly being caught. The risk may vary, and therefore the odds will fluctuate… but it’s always a possibility. It is clearly a potential consequence of picking a lock.
I think at this point, the only person operating under the assumption that fail forward produces unrelated consequences os you.
The fact that you think it has anything to do with your crazy ninja example just illustrates you’re not getting it… and that’s why you’re getting pushback. It’s not because anyone cares about your preferences or wants to change your mind.
It’s because you say things about fail forward that show you’re not getting it.
What am I not getting? Because it seems like you keep repeating that I just don't understand because I don't care for the technique. The old "If you really understood you would accept how good it is." Examples
- In another post I asked for clarification on how a failed perception check led to needing a shoe replaced and @AnotherGuy responded with D&D General - [rant]The conservatism of D&D fans is exhausting..
- "Failed attempt at kidnap => word on the street of a knife-wielding assailant." in D&D General - [rant]The conservatism of D&D fans is exhausting..
- In the same post Pemerton also mentioned "Failed Sing to try and restore my sense of self => harassed by a guard."
That #3, no connection between the action and the complication, is pretty common in examples. Fail a lockpick check and because you failed the attempt you get noticed by someone. A guard coming along, being noticed while attempting a break-in and similar are fine in and of themselves but there is no cause and effect, no logical chain of events showing causation instead of correlation.
Attempting a break-in and flub a stealth check, fail a perception check to notice the dog, fail an investigation check and set off the alarm are all things that would connect the failure to a result of a guard showing up. But that kind of correlation is in no way required or even expected. If you're saying that I'm incorrect about this than you need to also correct a whole lot of people who have said otherwise. Because what I've been told is that sometimes there's a logical chain of events and sometimes there's not.