In many games, we tell players to Check to see if they can do something.
Player: Oh, I failed my check to pick the lock.
GM: Ok, the door is still locked.
~~or~~
Player: I failed my check to hit the foe.The problem with this model is that it can create failure loops.
GM: Ok, you missed.
Player: Oh, I failed to pick the lock. I guess I'll try again. And again. And again.Or worse still, it will create dead ends.
Player: Oh, I failed to pick the lock. I guess I'll never know what is on the other side of the door...The NSR answer to this is to make everything Saves.
The main purpose of a roll is to determine if there is a consequence for the action.
Yes, a consequence of a bad roll might be failure, but this is not the only answer.
Player: Oh, I failed my save when picking the lock.
GM: The door swings open, but a needle stabs into your hand. Take 3 damage.
~~or~~
Player: I rolled a 2 on my save to hit the foe.At first glance, this is like the narrative first games, such as PbtA and FitD games. However, the GM is the ultimate arbiter of whether a failed save had a successful action, not the dice.
GM: You deal 2 damage to the ruffian but he shoulder checks you, knocking you off balance. Your rolls next round are all hard.
Player: Oh, I failed my save when picking the lock.
GM: The door's lock seems to have jammed, and a guard has stepped around the corner.
~~or~~
Player: I rolled a 2 on my save to hit the foe.This gives the GM more leeway to direct the narrative on failed rolls.
GM: The ruffian parries our attack, and responds with a flick of his wrist. You take2 damage.
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