A strange little side quest
One reason role-playing games keeps producing good game ideas around Failman is that its history is full of strange turns. Early computer role-playing games helped turn rules, inventories, exploration and character progression into systems that could support long-form digital adventures. There is another connection worth keeping in the same mental pocket: In 1958, Tennis for Two used an analog computer and an oscilloscope to turn simple physics into a playable tennis-like demonstration. So a round of Failman is not just a quick distraction; it is a tiny stop on a much longer role-playing games timeline.