@faraday said in How can we incentivize IC failure?:
I think an even more arching issue is whether failure is really a goal to strive for in the first place. What is the problem that we're trying to solve here?
The way I see it the problem we are really trying to solve here is that, unlike table-top or video games, on a MU* there islimited access to desired venues, achievements or outcomes.
Some examples:
- In table-top you are never out of the group. But in a MU* access to structured plots varies.
- In a video game your character is special by default - in Skyrim you are the Dragonborn. On a MU* you're not special by default (or rather 'everyone is special').
- In table-top and video games you get to participate in all meaningful encounters. You want to face Arthas, the Lich King? You got it, baby! On a MU* you may never be in the same room as the Big Bad.
- In table-top access to your friends isn't compromised by failure. Even if your character dies in a campaign the DM will let you roll another and find a way to incorporate them fully into the group and current narrative. On a MU* that might not be possible at all. Even your name loss might have a social impact after a reroll.
- In table-top there is more social transparency. You are (presumably) playing with friends, people you know. The GM (probably) likes you enough to invite you to their campaign. The party likes your company. On a MU* especially for someone more socially awkward that can appear to be otherwise, while true or not, so when you 'lose' it can seem... personal.
And so on.