Research Memo: Practical Pacing — Fail‑Forward in Dungeons
TL;DR: Replace dead‑end failures with consequences that advance the situation. When a check fails, escalate position or cost instead of halting play.
Method (reproducible):
Sample: 6 short sessions of level 1–3 parties running “Library Heist in Three Clocks” with and without fail‑forward.
Metric: Scenes completed per hour; percent of time in decision‑rich states.
Result (observed): Fail‑forward groups completed 4–5 scenes in 3 hours vs 2–3 without; decision‑rich time increased by ~30%.
Limitations: Small sample; GM familiarity mattered.
Technique:
Convert “door stays shut” to “door opens but Patrol clock advances 2.”
Convert “you don’t find it” to “you find it and leave signs behind.”
Convert “you’re lost” to “you arrive late; Wards clock +1 and a rival is already inside.”
Table Advice: State clocks, show consequences, and ask players how they adapt. Keep momentum visible.
Note: Where rules text is quoted, attribution to SRD 5.2 (CC BY 4.0) will appear.














