How does this feature work in those games?
Where failure is the default state for an action
Hi,
In Happy together
you pick a long term quest for your character outside of the scope of the game. Later when an action you undertake seems important, dangerous or incertain you apply a resolution mechanic. You can either succeed or fail and declare how this turned out for the better. (You also fail when all the players at the table failed to take into account a vast majority of the themes of the game, that is, the general concept of cozytivity, but that never happened that I know of…)
Which means the scene is a success in any case.
- edit : misnamed the game ! -
In 3 sunny days you play a slice of life between friends and play some dramatic scenes, but the nature of the scenes makes failure something you use when it’s interesting.
In Clover, the world is the best possible life of the eponymous little girl. So failure is rare, chosen, and always for the best.
The common thing here is : activities, not missions. You simply do stuff.
This here document might be a hammer for my nail.
http://adeptplay.com/actual-play/thats-good-game-title
And the comment section is a list of @Rickard’s games. hmm… Mere coincidence ? I don’t think so…