Today, I thought I might talk about failure, and how Aetrimonde handles it. Failure is a looming threat in any roleplaying game: at any moment, you might make the wrong decision, or just have a horrible streak of luck with the dice. It’s my opinion that failure should matter: it should have consequences, but ideally not ones that bring the campaign to an end.
Aetrimonde puts a lot of the burden of avoiding terminal consequences for failure on the GM. Here’s what the GMH has to say about failure.
Before I get any further, let me just remind you readers that I have a poll open in which you can help choose what Aetrimonde’s starter adventure will be like. Go vote: I want reader feedback!
Sometimes, an adventure doesn’t go as planned, and the characters fail to overcome a challenge put to them. Failure does not have to be the end of the adventure: in moments like these, your job as GM is to find ways that the characters can keep progressing.
Broadly speaking, there are two kinds of failure mode with lasting consequences that you need to worry about: plot collapse and character death.
Plot Collapse
A plot collapse happens when the characters fail at a challenge in a way that keeps the adventure’s intended plot from moving forward, or means that they can no longer achieve a broader objective: their enemy beat them to the dangerous artifact, they failed to make it across the bridge before it was blown up, or they misunderstood a riddle and went to entirely the wrong place. Plot collapse can also occur if the players find a way of bypassing the plot, rendering the adventure moot. Regardless of cause, a plot collapse means that the adventure seems like it is about to come to an anticlimactic end. There are a few ways to resolve this, and most of them involve tinkering with the adventure to alter future encounters or even change the flow of the adventure:
- Helpful Nudging: If the players are leaning toward a decision that would cause plot collapse, you can nudge them away from it. Depending on context, this might mean hinting that their characters can tell this is a bad decision, or outright telling them that what they’re about to do is not something you planned for and would derail the plot.
- Regroup and Retry: If plot collapse occurs not because the PCs have outright failed but because they just can’t get past an obstacle (like a locked door, sheer cliff, or powerful guardian), you can just let them back up, gather their resources, and try again. In some cases, all they need may be a rest to regain powers, hit points, and resurgences; in others, they may need to collect tools, information, or allies in order to have a better chance of success.
- Soften the Blow: If a plot collapse has already occurred, one option is to work around it and find some way of getting the players back in the action. Their failure should have consequences, but you can soften them so that it merely makes some future scene more challenging, or raises the stakes. If the PCs were delayed so that the enemy beat them to the treasure, perhaps this means that only half of the treasure has already been removed by the time they get there, reducing the rewards the PCs can lay claim to; or perhaps the enemy has activated a dangerous artifact from the treasure hoard but hasn’t figured out how to fully control it in the ensuing encounter, so that it becomes a hazard to be compensated for instead of an insurmountable obstacle.
- Reroute the Plot: If you can’t soften the blow, the next best option is to rework the plot of the adventure to account for the PCs’ failure. Failing to stop a villain’s getaway can mean that they have to face the villain again in a new encounter, or that they alert other enemies so that future encounters are different or more difficult; following a clue that was a red herring can mean that the PCs are now shorter on time, and must overcome different or additional challenges to make up for lost time.
- Sequel Hook: If you just can’t find a way to compensate for a plot collapse, that might mean that it’s the end of the current session…but a failure like that might still be a fun premise for the next adventure: what happens after the villains win? Given a little time to prepare, you may be able to set up another adventure as the logical consequences of the PCs’ failure, even reworking the parts of the current adventure that the PCs missed out on into parts of this new adventure.
- Retcon: If all else fails, you have no way to fix the plot collapse, and the players are disappointed to have missed out on the rest of the adventure, the last recourse is a retcon (short for retroactive continuity): you simply declare that the failure “didn’t happen,” and either give the players another chance at success, or pick up as if they had succeeded. A retcon is the last recourse, because it is generally unfulfilling: the players will know that they were only able to progress because you “took mercy” on them, and this can taint the remainder of the adventure or even campaign—so before you employ a retcon, be sure that your players are up for it.
Character Death
The second variety of failure mode is the death of a PC. Aetrimonde’s rules aim to make random character deaths unlikely: it should take bad tactics from the PCs, antagonistic GMing, or a really awful string of rolls to outright kill a PC—but it can still happen. Aside from disappointing the character’s player, who now misses out on any character development they had hoped for, it also means that the party is down one character and thus less capable of handling future challenges.
Character death can usually be dealt with in similar ways to plot collapse, but there are some unique considerations as well:
- Just Maim Them: One option for handling what would be a character death is to merely maim or seriously injure the character: given time and resources, and possibly another adventure to make it possible, a character can be healed of just about anything, including missing limbs and head trauma. This avoids permanently killing off a PC, which is useful if a player had put a lot of effort into character development or you had made the character relevant to the plot, but it does still mean that the party will be a character short.
- Replacement Character: If the plot permits it, you can insert another character into the adventure to be played by the player who just lost theirs. (This works even if the PC was just maimed…) This could be a captive who the PCs find and set free at the start of the next encounter, a companion that the PCs had with them and rises to the occasion, or even an enemy that they browbeat into having a change of heart. They don’t even need to be a full-fledged PC: it may actually be simpler to give the player an NPC, since they won’t necessarily be playing the NPC for long and an NPC will generally be simpler, with fewer powers and traits to learn the rules for.
- Replacement Party: If the worst has happened, and most or all of the party is dead, maimed, captured, and otherwise out of action, you may need to introduce an entirely new party. They could be reinforcements gathered by a sole survivor, backup that was on its way when the first party was wiped out, or opportunists drawn by rumors that a bunch of adventurers died and their loot and equipment is up for grabs. Since this would generally involve at least a little delay, it might be appropriate to rework some of the scenes later in the adventure, and especially the encounter where the PCs died: after all, it would be kind of repetitive to just go through the exact same encounter that they already had “spoiled” for them.
- Handle Like Plot Collapse: If the PC or PCs died in a time-sensitive or plot-sensitive part of the adventure, it may wind up having the effect of a plot collapse. In which case, you will need to handle the deaths like a plot collapse: soften the blow, reroute the plot, treat it as a sequel hook, or just retcon it, as discussed above.
That’s it for today—and if you haven’t yet voted to give me guidance on writing Aetrimonde’s starter adventure, here’s the poll!















