Jun 11, 2019, 12:53 PM

Always, as a player or GM, plan to fail forward. This is probably the single most important thing I learned from the Wrath and Glory rules - and I cannot say enough how awesome that system is <even if you're not into 40k, the mechanics rock>. A failure is not a failure. It shouldn't stonewall or stop the scene until the players find a solution to the problem , or engineer a way around the problem. Failures should have consequences that go beyond everyone throwing dice at the issue until someone makes it- but they should be consequences in game; and they still can be used to move the story forward albeit not in the way the players might expect and would likely make the journey onward a bit more difficult.
I've seen too many games break because the players either can't figure out something, or they just can't make the roll necessary to do it in-character. I've also seen too many plots hinge on a character making a critical roll - and if they don't, they miss out on a crucial piece of information and cannot move forward, or they just keep rolling until they eventually make it. Some things don't get a retry. Some things logically shouldn't get a retry; but that doesn't mean they should be a hard stop.