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Game Philosophy

Flavors of Failure in Dungeons and Dragons

Flavors of Failure in Dungeons and Dragons

How to Use Failed Rolls to Spark Storytelling Opportunities

What if failure was the most interesting part of your session? That question echoed in my mind after running A Stitch in Amber, a stealth-driven one-shot set deep in the Feywild. The dice worked against us—roll after roll came up short. The party struggled to move quietly, persuade allies, even land their blows. Instead of tension, we got stalling. It was the perfect storm of failure in Dungeons and Dragons. Instead of drama, we got frustration.

It reminded me of a problem I’ve long known but hadn’t fully wrestled with: when the dice say “no,” the story often stops. And it’s not just as a DM. Before running A Stitch in Amber, I was playing an artificer who encountered the perfect narrative moment—a mechanical musical book that needed repairing to unlock the next chapter of the story. It was tailor-made for my character’s abilities. Three rolls were called for. I failed all three.

What should’ve been a moment of spotlight and growth became a narrative brick wall. That moment stuck with me. Because this is the core issue: DMs need tools to flavor failure, yes—but system designers need to recognize that mechanical failure without narrative flexibility can break immersion and fun entirely.

Why Failures Feel Flat

In fact, this issue has been explored in depth by other creators too. Matt Colville addresses a similar point in his excellent video “Failing Forward”, where he breaks down how a game master can treat failure as an opportunity to make the story more interesting, rather than shutting down the action. His framing is a perfect companion to the techniques explored in this article.

In Dungeons & Dragons, most rolls are binary. Either you succeed, or you don’t. When you fail, the default outcome is usually silence:

  • You fail to pick the lock. The door stays shut.

  • You fail to sneak past the guard. You’re spotted.

  • You fail to persuade the noble. They say no.

It’s clean, but it’s rarely satisfying. Repeated enough, it grinds a session into a slog.

Players want drama, not dead air. So how can we reframe failure to keep the story alive? So how do we give them that—even when the dice are ice-cold?

Story-First Tools to Spark Creativity and Narrative Opportunity

1. Fail Forward

Instead of “you can’t,” think “you can, but…” The goal still happens, but at a cost.

  • You unlock the chest, but your tools snap.

  • You scale the wall, but drop your pack halfway up.

2. Partial Success

Even a failure can yield something:

  • You don’t persuade the guard to let you pass, but they reveal what worries them most.

  • You don’t silence your steps, but you overhear a clue before being noticed.

3. Consequences Over Blocks

Make failures change the situation instead of stopping it:

  • The rope doesn’t hold, you fall, making noise that alerts nearby creatures.

  • Your spell fizzles, but a strange resonance attracts a new magical presence.

4. Spotlight Characters

Failures can reveal flaws, quirks, or vulnerabilities:

  • The rogue trips, not just noisy, but muttering a curse that shows their impatience.

  • The cleric stumbles in persuasion, blurting out a personal belief that deepens roleplay.

d6 Tables of Flavored Failures

Sometimes you don’t have the energy to improvise in the moment. That’s where a simple tool helps: roll a die and flavor the failure with inspiration. Here are a few to try tonight.

Stealth Failures (d6)

  1. A sudden noise from the environment betrays you. A branch snaps, a stone clatters. The sound echoes unnaturally, drawing a creature’s curiosity, but not yet alarm. You have one action before they investigate fully.

  2. Someone nearby notices something odd. Not you, but a shadow or echo. They call out, alert but uncertain. You now have to stay still, hide better, or create a distraction.

  3. You stumble and drop something small, perhaps a coin or charm, that rolls into view, catching a glint of light. Someone begins to approach. If they inspect it, your cover may be blown.

  4. Your movement exposes another ally, drawing danger their way. They must act quickly or risk discovery. You remain hidden for now.

  5. You’re briefly seen, but mistaken for a harmless creature or servant. The observer is now alert and more likely to investigate oddities.

  6. Your clumsy step distracts the enemy, though you’re noticed, the shift in attention gives another player an opening or advantage.

Skill Challenge Failures (d6)

  1. You succeed, but it takes longer than expected. Time-sensitive consequences now loom.

  2. You succeed, but at a cost, a tool breaks, or a resource is consumed unexpectedly.

  3. You fail, but in doing so, uncover new information, a hidden symbol, clue, or secret you weren’t looking for.

  4. Someone witnesses your struggle, now there’s added pressure, scrutiny, or interference.

  5. You partially succeed, the door opens, but with a loud creak, or the path is revealed, but it’s unstable.

  6. Your effort shifts the scene, dust rises revealing old markings, a rock shifts revealing a cave, or the ground destabilizes.

Bringing It Back to Amber

If I could rerun A Stitch in Amber, those repeated stealth failures wouldn’t have been dead ends. Each could have made the Feywild feel more alive:

  • A snapped twig echoing through amber caverns.

  • A dropped trinket glowing faintly, drawing fey insects.

  • A guard alerted, not by sight, but by the sweet tang of pollen drifting in the air.

These details wouldn’t erase failure, but they’d turn it into story.

Creativity Over Calculation

Failure in Dungeons and Dragons isn’t a dead end, it should be creative fuel. When players and DMs embrace it together, failed rolls become a shared invitation to improvise, react, and reveal. They’re story seeds, not walls. With just a little prep, or a handy table, you can turn disappointment into drama and hesitation into heat. When you shift your mindset from punishment to potential, every roll, win or lose, adds to the tapestry of your game.

Let the dice misbehave. Your story doesn’t have to.

And if you’re ready to go deeper, Part 3 of this series will walk you through “A Stitch in Amber”, a one-shot adventure that uses everything we’ve explored here. With built-in failure flavor and story-first tools, it’s designed to keep the drama alive even when the dice aren’t on your side.

While I work on the final part, If you haven’t already check out my post Stealth in Dungeons and Dragons it’s where I started this journey, where the dice failed me and my interest was spiked.

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Categories
Game Philosophy

Stealth in Dungeons and Dragons

Stealth in Dungeons and Dragons

Wrestling with Randomness in TTRPGs

Last night, I stepped in to DM a low-prep one-shot session focused on stealth in Dungeons and Dragons. Our regular DM was out, and I had little time to cobble something together that needed to last about three hours. I sketched out a loose mission with flexible challenges and kept the approach as open as I could. There were a few rails to keep the plot moving, sure, but I made sure to leave room for real player agency — I’ll add a link to the actual adventure once I’ve polished it up a bit with my lessons learned from running it.

The adventure I ran was called A Stitch in Amber, a Feywild-themed infiltration one-shot for Dungeons & Dragons where players had to rescue a kidnapped mapmaker from the web-laced camp of the Mantid Matron. I created a series of encounters that gave the players the choice to use stealth, deception, or combat to achieve their goals. Each time, they chose to start with stealth. But if I’d relied purely on the d20 dice rolls, there was no way they could have pulled it off.

One early challenge involved retrieving resin “goop” from a bubbling pool. The idea was to coat themselves in the stuff so they’d smell like hive members and blend in — a classic scenario involving stealth in Dungeons & Dragons.

Then came the rolls.

The players kept failing their stealth checks. Suddenly, they triggered a trap and were completely exposed. It was meant to be tense, but instead, the dice made it feel clumsy. Not because the players chose wrong, but because the system offered no grey area. This is one of the common pitfalls of stealth in Dungeons and Dragons: the risk of a single failed roll derailing the entire plan.

And just like that, the story shifted into combat. Not because anyone chose violence. But because randomness left us no other door.

 I’ve Always Known This Was an Issue…

Honestly, I’ve always known the D&D d20 system has a bit of a fragility problem, especially when the dice aren’t in your favor. That single-roll pass/fail mechanic can be brutal.

But last night reminded me how awkward it can feel when a compelling idea or a thoughtful player choice is shut down by one bad roll.

It wasn’t a failed plan, it was a failed number.

And in a narrative-driven tabletop RPG, that just feels clumsy.

Rethinking What Failure Looks Like in Dungeons & Dragons

Dice are great at creating uncertainty, but they don’t always serve the story when they act as a hard binary gate. Especially in a one-shot or fast-paced arc, failure needs to be more than a dead stop.

What could I have done instead?

  • A failed stealth check means you make it in, but a clue is missed, or you’re spotted later.

  • The rogue succeeds, but the fighter lags behind, creating tension or a split path.

  • You’re not discovered, but you leave signs, and now someone’s on your tail.

These are all ways to preserve tension and keep stealth in Dungeons & Dragons from feeling like an all-or-nothing gamble.

That shift, from pass/fail to cause/effect, makes failure a storytelling tool, not a dead end.

Dice, Drama, and Pacing in Tabletop Roleplaying Games

Dice can also mess with pacing, especially when they kick off combat scenes you didn’t intend, or stall progress during key story moments in your TTRPG session.

If a single roll suddenly throws you into a long tactical slog, you’ve gone from mystery to math without warning.

That’s fine when it’s intentional. But when it’s accidental? It’s frustrating for everyone.

Tools for Story-First Dungeon Masters

If you’ve ever felt the dice betray the vibe, here’s a few ways to keep the story in your hands:

  • Fail forward. A failed roll should introduce complications, not end the scene.

  • Reserve rolls for real stakes. If failure isn’t interesting, skip the dice.

  • Use failure as future setup. Missed stealth could mean consequences two scenes later.

  • Stay flexible. Let the players’ intent shape the outcome, even if the method changes.

These techniques help smooth the rough edges of stealth in Dungeons & Dragons, keeping gameplay cinematic and player-driven.

The Dice Aren’t the Plot

That one-shot wasn’t a disaster. The players rolled with the chaos (pun intended). But I walked away with that old familiar feeling: I gave the dice too much control.

The dice can color the world. Twist it. Complicate it. But they shouldn’t close doors the players were just beginning to open.

So next time I’m running a game around stealth in dungeons and dragons I won’t let the story die on a d20. I’ll make it veer. Linger. Echo.

Because the real game? It’s in the telling.

Where to Next

If you want to dig deeper into this topic check out my follow up to this article Flavours of Failure in Dungeons and Dragons

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