There's one passage of the Fate Core book / SRD that I'm having trouble getting my head around.
The worst, worst thing you can do is have a failed roll that means nothing happens—no new knowledge, no new course of action to take, and no change in the situation. That is totally boring, and it discourages players from investing in failure—something you absolutely want them to do, given how important compels and the concession mechanic are. Do not do this.
The first part of this I understand. It's a new concept to me, coming from an old-school D&D background with some Savage Worlds thrown in, but I really like the idea of failure having to have some narrative effect rather than just drawing a blank. The idea of "making failure awesome" is new to me, but it is explained very clearly and helpfully in the following paragraphs (Blame the Circumstances, Succeed at a Cost, Let the Players do the Work).
I've come across the idea of "investing in failure" elsewhere, for example in this D&D related discussion of "making losing awesome", but I don't really understand what it means. And I really don't understand the connection how "investing in failure" links to compels and the concession mechanic. As I understand it, compels are either situational or decisional modifications to the narrative based on PCs /NPCs aspects (often their Trouble), and concession is where a PC or NPC decides to back out of combat before a particular attack and so make a getaway. But how on earth are these linked to failing a dice roll?
- What does "investing in failure" mean here, and in general?
- How is this linked to "compels and the concession mechanic"?
I'd be grateful for answers which can illustrate the principles with examples from real play. I'm only 3 sessions into my first FAE game as a GM, and about to start playing a Fate Core game soon.