I have a bit of a conundrum on the gamebook I’m currently working on. And that is how to handle player failure in scenes.
My intention is to give the player a few meter-based stats, as well as a list skills that will slowly grow over the course of the story as their character’s get stronger.
These skills and stats are generally used during a section of the game I’ve described in my notes as the ‘Adventure’ phase. This involves the PC taking on a paid contract to go do some adventuring stuff on behalf of a client. Because these adventures involve the player making choices, balancing limited resources, and is dependent on their skills and stats, it may be possible for the player to fail one of these adventures.
I have a couple of ideas of how something like this could be handled.
Option one: the player cannot fail contracts, but they can fail bonus objectives that have their own payoffs. An example of this would be the player needing to clear a farmer’s field of some sort of pest-like monster. Just scaring the monsters away would be enough to finish the contract. But… the player would receive a bonus if they could actually manage to kill the monsters outright, rather than just send them packing.
I feel this has certain advantages. The player would get some money (which you’ll need to acquire certain things between Adventures) no matter what the outcome for completing the contract. The story would continue where their failure left them off. And the situation puts the stakes in a very positive light. You’re not risking failure during an Adventure per-say, but rather struggling to get the cherry on top.
I am worried that this method would reduce dramatic stakes in a way. Players would eventually catch-on to the fact that they literally can’t outright fail no matter what they do or what choices or builds they get.
The second option is a checkpoint system. If you fail a contract… no problem. You just start over from the beginning. This keeps dramatic stakes of a sort, since your player can actually die, or suffer a story ending loss of some sort. At the same time though… you basically get a reset button if you screw up, which kind of undermines those stakes if the player dies too many times and starts to internalize the lack of consequences.
Obviously, I could just make a total failure possible, where you get nothing. But this kind of throws a monkey-wrench into my planned plot as I’d have to figure out what happens if the player keeps screwing up over-and-over again.
(also I could just… end the story and make the player start over too. But I feel that’s probably a terrible way to handle this sort of game.)
Do any of you have thoughts on this subject? Maybe you’ve seen something different and better?