Week 8 Studio: Checks and failure design
Rewriting every skill check in your draft so failure adds cost instead of deleting the only path forward.
12 April 2027
The most common way a scenario breaks at the table isn’t a bad clue — it’s a single failed roll deleting the only route forward. This studio is about finding every check in your draft that could do that, and rewriting it so a failure changes the cost or the framing rather than the outcome.
Failure text is where most drafts leak information without meaning to. “You don’t notice anything” reads as the roll failing; “you notice nothing” reads as the room having nothing to notice — a subtle difference that changes whether players trust their next Spot Hidden roll at all. Write the success and failure text together, as a pair, so a failed roll still describes what the character perceives — just less of it, or later, or at a cost — rather than describing an empty room.
Sanity loss gets the same discipline: it’s a consequence of what a character just witnessed, never a target you’re writing toward. A scenario that hands out SAN loss for its own sake reads as punitive rather than horrific. If a roll can push a character into temporary or indefinite insanity, plan for it before the table does — usually by quietly lowering the difficulty of whatever check or fight comes right after, since a scenario that assumes every character stays lucid and useful will break the moment one doesn’t.
Before the session#
Go through your scene map and mark every point where you currently plan to call for a roll.
In the session#
For each marked check, ask: if this fails, can the player still reach the next scene, just more slowly, more expensively, or with less certainty? Rewrite the failure text so it says what the character does notice or do, never a flat “nothing happens.” Sanity checks get the same treatment — they’re a consequence of what the character just witnessed, not a target you’re trying to hit.
Afterwards#
Read back through your whole draft as if you were the unluckiest possible player. If any scene still has a hard stop behind one roll, that’s this week’s fix before the studios move on to NPCs.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- no single roll in your draft is the only way past a scene
- each check's failure text describes what the character notices or does instead of "you find nothing"
Teaching team
- Nodens — tutor