See...I'm not so convinced that "consent" is across the board a 100% good thing. YES, consent is 100% important when it comes to activity that could lead to abusive or sexually abusive roleplay. 100% full stop.
But somehow it's (consent) been blended into meaning things like:
- I have to give my consent for RP to go ways contrary to what I want
- I have to give my consent to fail at something I want my character to succeed in
- You have to have my consent for you to make decisions for your character that impact my character
I feel like at some point in time the concept of consent and "failure" were blurred into something...disruptive. I've personally been threatened OOCly or harassed for making character decisions that impacted other players without their consent. Shit, I got banned from Serenity for it. A number of players sort of latch to other players and then "consent" becomes a vehicle to control other players, their IC decisions, etc.
So when it comes to incentivizing IC failure I feel like the most immediate thing you can do to actually incentivize IC failure is to codify it into the game rules that A CHARACTER FAILING AT SOMETHING IS NOT A CONSENT ISSUE.
If I had my way, MUs would work like this:
- DICE determine pass/fail results, and the only things that must be consented to are capture, torture, sexual situations, and unthematic player-killings (unthematic meaning: you can't just PK because your character has a +400 combat wang, but if your character is caught betraying the king a PK is warranted)
- Social dice ARE acceptable to allow for deception, lies, and IC manipulations, and failure to roleplay the results and/or metagame around social failures would be punishable by suspension (up to being removed from the game)
- Failure to roleplay or accept IC failure (up to and including no-selling failure results as things like "I'm not going to roleplay it to look as if I failed because that would make my character look bad") would be considered VERY bad form, because it incentivizes other players not to accept RP failures (thus, no one ever wins and no one ever loses without some kind of OOC manipulation/bartering, which is where we are today).
- Anything else, where it's free-form and without dice results, is between two consenting players, but refusing to RP with other players who do not wish to consent to "free form roleplay" to avoid potential failure is considered bad form, and those people may not be a good choice for the game.
Ultimately, what I'm saying, is that I feel the only way you can incentivize IC failure is to mandate it.
From my Vampire LARP days there's this concept I like to call "Stock Exchange Dice Bartering", which became a bad habit in my tabletop games. Basically, players would AVOID putting XP/Dice/etc into specific skills, and when it came time for a pass/fail result they'd all holler at the GM at the same time with ideas. The GM would then pick the best idea they heard, run with it, dice weren't rolled, and the results were roleplayed. This led to a REALLY bad tabletop RPG habit with some of my players where they'd do things like this:
- "If I as a player can Google instructions on how to build a bomb, then why should I put points into demolitions on my character sheet?"
- "If I can come up with a convincing lie OOC for my character to tell, then why should I have to roll? I have 2 social dice and 34 combat dice, but anyone can lie, right?"
- "Even though my character failed to detect the hidden vampire in the shadows, I'm randomly going to decide to rearrange the furniture mid-scene to try to move a desk on top of where the vampire is...because feng shui reasons".
Diceless/freeform systems mean that you are constantly going to have players playing around with "ghost dice" and using these OOC-leveraged explanations as to why they should and should not fail (up to and including a simple "well I didn't consent to failure and that's not fun for me, so no one gets to win" Because that's really the issue with incentivizing IC failure and players that refuse to play with scenes or other players in situations where a win for the other player means a loss for another player.
- Story is about conflict.
- Conflict means something has to succeed.
- Something succeeding means something else fails.
- And if the stories are about characters, and characters have conflict, then in many cases for a character to win another character has to lose
- And players who refuse for their characters to fail (I don't consent!) are ultimately deciding that other players are not allowed to have wins if it means their character isn't going to, as well.
So, again, I can't stress enough that where the line is drawn on how much of a "GAME" it is determines where the whistle is blow, the goals are scored, and where the rules apply. If it's a game, it needs rules, it needs referees, and it needs to determine pass/fail results. The byproduct of this is "success", "failure", "cheating", and "poor sportsmanship", and when you look at it from that perspective...most of us have been used to these concepts since childhood and have a whole lifetime of understanding those concepts. BUT if you leave it to "negotiation" then all you will ever do is negotiate, and while you're busy negotiating with people who don't play fair you will be critically impacting players who DO play fair.