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