---
title: "Bonus tip for GMs: how to make failure fun"
url: "https://writing-games.org/extras/game-master-tip-make-failure-fun/"
canonical: "https://writing-games.org/extras/game-master-tip-make-failure-fun/"
type: "extras"
published: "2023-01-31T17:11:00-06:00"
modified: "2026-01-09T08:29:50-06:00"
author: "Andruid"
author_url: "https://writing-games.org/author/andruid/"
author_bio: "Andruid (she/her) is a writer, roleplayer, storyteller, and nerd who tries to live by Bill and Ted wisdom, i.e. \"Be excellent to each other.\" She created Writing Games to share lessons learned and to introduce new players to the world of text-based games."
author_same_as:
  - "https://x.com/the_andruid"
  - "https://www.youtube.com/@the_andruid"
  - "https://www.instagram.com/the_andruid/"
  - "https://github.com/the-andruid"
  - "https://bsky.app/profile/andruid.writing-games.org"
  - "https://www.threads.net/@the_andruid"
  - "https://mastodon.gamedev.place/@andruid"
  - "https://www.reddit.com/user/the_andruid"
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publisher: "Writing Games"
publisher_url: "https://writing-games.org/"
categories:
  - "Supporter Extras"
tags:
  - "Roleplaying"
  - "Storytelling"
  - "TTRPGs"
---

# Bonus tip for GMs: how to make failure fun

As a thank you to Supporters (and to celebrate Storytelling Week!), I wanted to share one more tip from my bag of tricks on [how to be a better GM](https://writing-games.org/game-master-tips/):

## **Tip #11: Make failure fun**

Inevitably, players will fail important rolls/checks.

Game masters typically make bigger failures result in bigger consequences. This introduces stakes, after all, and stakes are important for keeping players engaged.

What I try to avoid, however, is making failure unfun.

**Failure is generally unfun when the result provided by the GM is less creative (or exhibits less effort) than the player's attempt to do something.**

When players get creative or take thoughtful risks, a flat or uncreative failure can feel defeating or just like another run-of-the-mill obstacle. Bleh.

To avoid that, I will often allow a failed roll to succeed - just at the expense of something else.

That 'something else' might be serious and story-altering, or it might be goofy and light-hearted, such as a comical misunderstanding with an NPC.

One benefit of doing this is that it allows players to relax after a tense moment. Another benefit is that it allows the story to move forward - which is often important for sticking to time.

Another option is to fail the attempt but **add an unexpected twist**.

It doesn't have to be a consolation prize - it could just be something that communicates that you appreciated the player's effort and reciprocated by making an effort in turn.

(You could also just say it was a good effort, but I would try to avoid coming across as patronizing.)

The point is, putting some thought into the consequences can make a big difference to players.

I'm not saying spend 10 minutes building a story around every failed roll, but when players go out of their way to take risks or come up with creative solutions, reward them.

Make failure fun.