{"id":3375,"date":"2026-05-21T12:30:00","date_gmt":"2026-05-21T16:30:00","guid":{"rendered":"https:\/\/zero-cooldown.com\/?p=3375"},"modified":"2026-06-29T13:08:18","modified_gmt":"2026-06-29T17:08:18","slug":"ttrpg-failure-xp-system","status":"publish","type":"post","link":"https:\/\/zero-cooldown.com\/fr\/2026\/05\/21\/ttrpg-failure-xp-system\/","title":{"rendered":"Nous avons mis en place un syst\u00e8me qui r\u00e9compense l'\u00e9chec."},"content":{"rendered":"<h3 class=\"wp-block-heading\">Le syst\u00e8me d'XP pour les \u00e9checs dans le JDR qui a n\u00e9cessit\u00e9 neuf mois de d\u00e9veloppement<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Juillet 2025. La premi\u00e8re note de conception pour le syst\u00e8me de progression de <a href=\"https:\/\/zero-cooldown.com\/fr\/sol-fracta\/\">Sol Fracta<\/a>consistait en une phrase griffonn\u00e9e dans un document \u00e0 2 heures du matin : <em>\u00ab\u00a0N'oubliez pas que c'est dans l'\u00e9chec que l'on apprend le plus, et non dans la victoire.\u00a0\u00bb<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Ce n'est pas tr\u00e8s \u00e9l\u00e9gant. Mais c'est vrai. Et c'est devenu le fil conducteur de tout.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Le probl\u00e8me, c'est que savoir qu'une chose est vraie et concevoir un m\u00e9canisme autour de cette id\u00e9e sont deux choses compl\u00e8tement diff\u00e9rentes. Il a fallu ensuite neuf mois pour combler ce foss\u00e9.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>La premi\u00e8re version \u00e9tait trop sophistiqu\u00e9e.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The first version of the TTRPG failure XP system ran on what we called Failure Tokens. The circuit was clean on paper: fail a roll, pocket a token, spend them later at end of session for upgrades, three tokens for a stat boost, five for a new capacity, seven-to-ten for something deeper. Long campaign, you&#8217;d accumulate fifty-plus.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">La logique tenait la route. Mais quelque chose clochait.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Two problems revealed themselves in play. First, the token economy sat completely separate from everything else at the table. You failed, you got a chip, you spent the chip later. The failure and the growth never touched. Transactional, not felt. Second, the progression endpoints looked too much like D&amp;D class features, discrete unlocks on a menu. Which is fine for D&amp;D. Sol Fracta was trying to be something else.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Le syst\u00e8me tout entier s'effor\u00e7ait trop de prouver son postulat au lieu de se contenter d'\u00eatre ce postulat.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>C'est une question plus difficile qui a permis de d\u00e9bloquer la situation.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">We stopped asking &#8220;how do we reward failure?&#8221; and started asking: what actually changes in a person when they fail, and when does real growth look different from skill improvement?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Those are different things. Skills change through practice, repetition, the accumulation of attempts, most of them partial or failed. That&#8217;s learnable. That has a rhythm.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Mais ce que tu es \u2014 tes valeurs, tes blessures, les choses auxquelles tu accordes de l'importance \u2014 tout cela ne change pas simplement \u00e0 cause d'un \u00e9chec. \u00c7a change quand tu choisis de te montrer vuln\u00e9rable. Quand tu te lances dans ce qui est difficile parce que c'est ton combat, et non parce que c'est la chose la plus sens\u00e9e \u00e0 faire.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Deux ph\u00e9nom\u00e8nes distincts. Deux syst\u00e8mes distincts. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Deux questions diff\u00e9rentes. Deux r\u00e9ponses diff\u00e9rentes.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Avril 2026 : quatre voies, chacune fonctionnant selon son propre rythme.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les comp\u00e9tences <\/strong>progress through failure. Every failed action roll earns a mark on an experience track, ten marks and you raise a skill or acquire a new one, no cap on total skills. The mechanic is almost invisible in play: the player who keeps throwing themselves into hard situations and missing progresses faster than the one who plays conservatively. No meta-gaming required. The behavior the system incentivizes is exactly the behavior you want at the table. There&#8217;s also a feedback loop built in, Sol Fracta&#8217;s dominant outcome isn&#8217;t clean success, it&#8217;s success with consequence. <a href=\"https:\/\/zero-cooldown.com\/fr\/2026\/06\/25\/ttrpg-hit-points-resource\/\">EV<\/a> drains naturally, failures happen organically, and skills climb without anyone having to deliberately sabotage themselves. The whole machine breathes together.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">L'id\u00e9e de d\u00e9part \u00e9tait la suivante : acqu\u00e9rir de l'exp\u00e9rience dans le domaine o\u00f9 l'on avait \u00e9chou\u00e9 auparavant. L'esprit inverse de <a href=\"https:\/\/www.chaosium.com\/call-of-cthulhu-getting-started\/\" target=\"_blank\" rel=\"noopener\">Call of Chtulhu<\/a> o\u00f9 l'on v\u00e9rifie une comp\u00e9tence lorsqu'on r\u00e9ussit. Mais je pense que cela complique le calcul.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les essences <\/strong>progressent gr\u00e2ce \u00e0 une vuln\u00e9rabilit\u00e9 volontaire. Chaque personnage dispose de trois phrases de contexte \u2014 de courtes descriptions personnelles, sans incidence m\u00e9canique. Des expressions telles que \u00ab\u00a0enfant des \u00e9toiles\u00a0\u00bb, \u00ab\u00a0une enfance prot\u00e9g\u00e9e\u00a0\u00bb ou \u00ab\u00a0la libert\u00e9 est la seule loi\u00a0\u00bb. Lorsqu\u2019un joueur choisit de compliquer la situation de son personnage \u00e0 cause de l\u2019une de ces phrases \u2014 en payant un co\u00fbt r\u00e9el (d\u00e9savantage, perte d\u2019EV, cons\u00e9quence politique) pour agir en accord avec qui il est \u2014, il gagne un point d'XP vers cette Essence. Une phrase par arc narratif au maximum. Validation collaborative autour de la table. La courbe ralentit \u00e0 mesure que les Essences grandissent : passer de 0 \u00e0 1 co\u00fbte un point d'XP, passer de 4 \u00e0 5 en co\u00fbte cinq. Le chemin n\u2019est pas lent parce que le concepteur l\u2019a d\u00e9cid\u00e9. Il est lent parce que devenir prend du temps.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Je vais \u00eatre honn\u00eate : c'est ce qui a n\u00e9cessit\u00e9 le plus d'ajustements avant d'aboutir. Les versions pr\u00e9c\u00e9dentes tentaient de trop la syst\u00e9matiser, cr\u00e9ant des listes de contr\u00f4le qui \u00e9touffaient toute spontan\u00e9it\u00e9. La version qui fonctionne est celle o\u00f9 le MJ ne peut pas l'imposer et o\u00f9 le joueur ne peut pas la simuler. Elle doit na\u00eetre d'un moment authentique autour de la table.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong><a href=\"https:\/\/zero-cooldown.com\/fr\/2026\/05\/07\/ttrpg-armor-system\/\">L'\u00e9quipement<\/a> <\/strong>progresses through craft, buildings, resources, blueprints. No loot drops. Your colony&#8217;s material capability grows because you built the infrastructure.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Les sp\u00e9cificit\u00e9s <\/strong>ne se d\u00e9bloquent qu'\u00e0 chaque changement de g\u00e9n\u00e9ration. Lorsqu'un personnage de la G\u00e9n\u00e9ration 1 meurt ou prend sa retraite, son successeur peut acqu\u00e9rir une nouvelle \u00ab\u00a0sp\u00e9cificit\u00e9\u00a0\u00bb : un trait profond, un h\u00e9ritage culturel. Il ne s'agit pas d'un exploit individuel, mais d'un h\u00e9ritage. C'est, par conception, le m\u00e9canisme le plus lent du jeu.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">L'\u00e9chelle de temps implicite de l'ensemble du syst\u00e8me : les comp\u00e9tences \u00e9voluent au fil des sessions. Les essences \u00e9voluent en arcs. Les m\u00e9canismes \u00e9voluent au fil des cycles. Les sp\u00e9cificit\u00e9s \u00e9voluent au fil des g\u00e9n\u00e9rations. Jouez suffisamment longtemps et vous sentirez ces quatre voies se d\u00e9rouler simultan\u00e9ment, chacune \u00e0 son propre rythme.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>La distinction qui a tout clarifi\u00e9 :<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><em>Une comp\u00e9tence = ce que je sais faire. Elle s'acquiert par la pratique et les \u00e9checs.<\/em> <em>L'essence = ce que je suis. Elle ne change que lorsque je suis profond\u00e9ment boulevers\u00e9.<\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">La plupart des JDR confondent ces deux aspects en un seul et m\u00eame objectif appel\u00e9 \u00ab\u00a0progresser\u00a0\u00bb. Sol Fracta les distingue, car ils sont distincts dans l'exp\u00e9rience humaine r\u00e9elle. On peut \u00eatre techniquement excellent sans jamais avoir \u00e9t\u00e9 v\u00e9ritablement mis \u00e0 l'\u00e9preuve. On peut \u00eatre profond\u00e9ment marqu\u00e9 par ce que l'on a v\u00e9cu tout en continuant \u00e0 peiner dans la mise en pratique.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Au fond, le syst\u00e8me de progression refl\u00e8te ce que le jeu estime qu\u2019il vaut la peine de suivre. L\u2019\u00e9chec vous apprend le m\u00e9tier. La vuln\u00e9rabilit\u00e9 vous apprend qui vous \u00eates. Les infrastructures vous apprennent ce dont votre communaut\u00e9 est capable. Et l\u2019h\u00e9ritage \u2014 ce que vous laissez derri\u00e8re vous \u2014 ne vous appartient pas. Il passe.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">La question qui me revient sans cesse \u00e0 l'esprit : le syst\u00e8me Essence demande aux joueurs de faire preuve d'honn\u00eatet\u00e9 \u00e9motionnelle autour de la table, de faire des choix qui ont un co\u00fbt r\u00e9el, car leur personnage n'agirait pas autrement. Certains groupes trouveront cela lib\u00e9rateur. D'autres trouveront cela g\u00eanant. Je ne pense pas qu'il y ait de solution technique \u00e0 cela.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">But here&#8217;s what I&#8217;m curious about: does rewarding voluntary vulnerability actually change how you play, or does it just create pressure to perform vulnerability rather than experience it?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Have you played a TTRPG failure XP system, did it actually change how you approach risk at the table?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>","protected":false},"excerpt":{"rendered":"<p>The TTRPG Failure XP System That Took Nine Months to Build July 2025. The first design note for Sol Fracta&#8216;s progression system was one sentence scrawled into a doc at 2am: &#8220;Take consideration that is when we fail that we learn more not when we win.&#8221; Not elegant. But true. And it became the spine [&hellip;]<\/p>\n","protected":false},"author":248584093,"featured_media":3530,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_uag_custom_page_level_css":"","_swt_meta_header_display":false,"_swt_meta_footer_display":false,"_swt_meta_site_title_display":false,"_swt_meta_sticky_header":false,"_swt_meta_transparent_header":false,"_wpcom_ai_launchpad_first_post":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"_wpas_customize_per_network":false},"categories":[1449],"tags":[1463,1453,1461,1390,1451,1452,1382,1462],"class_list":["post-3375","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-sol-fracta","tag-fail-forward","tag-game-design","tag-progression-system","tag-roleplaying","tag-science-fiction","tag-sol-fracta","tag-ttrpg","tag-xp-design"],"jetpack_publicize_connections":[],"uagb_featured_image_src":{"full":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=1006%2C564&ssl=1",1006,564,false],"thumbnail":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=150%2C150&ssl=1",150,150,true],"medium":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=300%2C168&ssl=1",300,168,true],"medium_large":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=768%2C431&ssl=1",768,431,true],"large":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=1006%2C564&ssl=1",1006,564,true],"1536x1536":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=1006%2C564&ssl=1",1006,564,true],"2048x2048":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=1006%2C564&ssl=1",1006,564,true],"trp-custom-language-flag":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=18%2C10&ssl=1",18,10,true],"newspack-article-block-landscape-large":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=1006%2C564&ssl=1",1006,564,true],"newspack-article-block-portrait-large":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=900%2C564&ssl=1",900,564,true],"newspack-article-block-square-large":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=1006%2C564&ssl=1",1006,564,true],"newspack-article-block-landscape-medium":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=800%2C564&ssl=1",800,564,true],"newspack-article-block-portrait-medium":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=600%2C564&ssl=1",600,564,true],"newspack-article-block-square-medium":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=800%2C564&ssl=1",800,564,true],"newspack-article-block-landscape-intermediate":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=600%2C450&ssl=1",600,450,true],"newspack-article-block-portrait-intermediate":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=450%2C564&ssl=1",450,564,true],"newspack-article-block-square-intermediate":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=600%2C564&ssl=1",600,564,true],"newspack-article-block-landscape-small":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=400%2C300&ssl=1",400,300,true],"newspack-article-block-portrait-small":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=300%2C400&ssl=1",300,400,true],"newspack-article-block-square-small":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=400%2C400&ssl=1",400,400,true],"newspack-article-block-landscape-tiny":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=200%2C150&ssl=1",200,150,true],"newspack-article-block-portrait-tiny":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=150%2C200&ssl=1",150,200,true],"newspack-article-block-square-tiny":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?resize=200%2C200&ssl=1",200,200,true],"newspack-article-block-uncropped":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=1006%2C564&ssl=1",1006,564,true],"mailpoet_newsletter_max":["https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/20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TTRPG Failure XP System That Took Nine Months to Build July 2025. The first design note for Sol Fracta&#8216;s progression system was one sentence scrawled into a doc at 2am: &#8220;Take consideration that is when we fail that we learn more not when we win.&#8221; Not elegant. But true. And it became the spine\u2026","jetpack_sharing_enabled":true,"jetpack_likes_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pfEyfE-Sr","jetpack_featured_media_url":"https:\/\/i0.wp.com\/zero-cooldown.com\/wp-content\/uploads\/2026\/05\/3-WEBP.webp?fit=1006%2C564&ssl=1","_links":{"self":[{"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/posts\/3375","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/users\/248584093"}],"replies":[{"embeddable":true,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/comments?post=3375"}],"version-history":[{"count":7,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/posts\/3375\/revisions"}],"predecessor-version":[{"id":3944,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/posts\/3375\/revisions\/3944"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/media\/3530"}],"wp:attachment":[{"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/media?parent=3375"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/categories?post=3375"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/zero-cooldown.com\/fr\/wp-json\/wp\/v2\/tags?post=3375"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}