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Common Pitfalls & Solutions

Common Pitfalls & Solutions

AX.C.14.07.02

Pitfall: Stage 2 Drags

Problem: Players are stuck on a puzzle or not engaging with a social encounter.

Solutions:

  • Have an NPC provide a hint after a failed roll; the success-with-cost principle from AX.C.14.02 applies here
  • Allow multiple approaches: brute force, circumvention, negotiation
  • Introduce time pressure: sound of approaching footsteps, a visible countdown
  • Accept success with cost: "You solve it, but it takes an hour — the enemy is now alerted"

Pitfall: Twist Doesn't Land

Problem: Players guess the twist early or don't find it consequential.

Solutions:

  • If guessed early: Confirm it and move forward. The players feel appropriately clever.
  • If they don't care: Ensure the twist impacts something they are already invested in — an NPC they know, a resource they hold
  • Prevention: Make the twist affect Stage 4's conditions, not just its fiction

Pitfall: Stage 4 Too Easy or Too Hard

Problem: Encounter balance is off.

Solutions:

  • Too easy: Reinforcements arrive, the enemy reveals a capability, add an environmental complication
  • Too hard: Enemy starts wounded or loses a Minion early, an ally arrives, the environment provides unexpected cover
  • Prevention: Prepare one easier and one harder version of the encounter before the session (see AX.C.14.06)

Pitfall: Stage 5 Feels Flat

Problem: Players disengage after the climax.

Solutions:

  • Make the hook personal — connect the secondary plot to a PC's history or relationships
  • Introduce an immediate minor complication that requires a decision before the scene closes
  • Include a reward element that raises a question players want answered
  • Give a recurring NPC a moment of genuine reaction to the outcome

Pitfall: Stages Feel Disconnected

Problem: Each stage seems like a separate encounter with no through-line.

Solutions:

  • Thread at least one recurring actor through all five stages
  • Use a consistent visual or sensory motif to signal continuity
  • Ensure the information gathered in Stage 2 directly changes something about Stage 4
  • Make Stage 3's twist recontextualize what happened in Stage 1