Start with the fiction
What was the character trying to achieve? Use that attempt and its stakes as the starting point for the setback.
Rules & resolution
A meaningful setback.
A way to recover.
Something worth discovering.

Give the failed roll weight
A critical failure can change the scene while leaving room for agency, recovery and the next choice. Shape the consequence around the attempted action, not a punishment for the player.
What was the character trying to achieve? Use that attempt and its stakes as the starting point for the setback.
A recovery, a small benefit and a useful follow-on give the group somewhere to take the story next.

Credible consequences
A failed spell, a difficult investigation and a damaged tool suggest different complications. Choose an action and severity that match the scene.
Who notices and what happens immediately help turn the failed roll into something the party can respond to.
What the effect contains
Review the suggestions and choose what fits your campaign. The result supports the Dungeon Master's judgement.
Start with what the character was trying to do. Combat, spells, healing, crafting, investigation, performance and tools can each call for a different kind of setback.
Choose the severity or leave it to chance. Give the failure weight that fits the stakes of the scene and the tone of your campaign.
Describe what goes wrong and the immediate effect. Keep the original attempt in view so the complication has a clear cause.
Consider the witnesses and reactions around the failed action. Their presence can change what the party needs to do next.
Use the recovery suggestion to keep play moving. A setback can create another decision without taking the character out of the story.
Find something small that remains useful after the failure. The benefit should fit the event rather than erase its consequence.
Keep the result narrative, or request a clearly separate mechanical suggestion. Your table's rules decide whether and how to apply it.
Consider the follow-on as preparation for the next scene. You decide which suggestions belong in your campaign.

From attempt to consequence
Describe the attempt, choose its action type and severity, then decide whether to prepare the effect for the real roll or use it now.
Deep choices add tone, the character, things to avoid and private context. Keep any rules suggestion clearly separate from the narrative.
Quick and Deep
You choose how much context to bring to the preparation.
Begin with the action, attempted outcome, severity and timing. Use the result as a starting point for the scene.
Add who rolled, the tone, limits and private context. Decide whether a rules suggestion would help the table.
Choose a scale appropriate to the stakes. Respect the nonlethal default and the explicit limits on catastrophic outcomes.
Adapt the material to your campaign and check what you intend to share. Your judgement and your table's rules remain in charge.

What comes after the setback
The failure matters, but it does not need to close the story. Consider the recovery, a believable silver lining and the useful story event that follows.
Use the suggestions to create the next decision for the group. A small discovery can sit alongside the consequence without cancelling it.
Keep the table in control
The generator offers material to consider; you decide what happens in play.
The approved product material sets a firm boundary against humiliating the player. Match consequences to the fiction and the group's comfort.
If you request a mechanical suggestion, consider it alongside the system you are using. It does not replace that system's rules.
Preparing an effect does not replace the dice. Use the actual result at the table to decide when the preparation applies.
This generator does not start or alter Combat PRO combat, apply damage or determine a character's fate.
Keep your preparation connected
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Explore the separate product for combat hit and fumble results.
Product artwork illustrates the subject, not application screens.
Questions and answers
Scope, preparation and account access at a glance.
It describes what goes wrong, the immediate effect, who notices, a consequence, recovery, a silver lining and a follow-on. Begin with the attempted action and choose the severity that fits your table.
No. The table uses its real dice and rules. You can prepare an effect in advance and decide when the failed roll calls for it.
Quick starts with the attempt, action type, severity and roll timing. Deep adds tone, character details, things to avoid, private context and the choice of an optional rules suggestion.
No. Nonlethal consequences are the default in the approved product information. A lethal outcome needs the Dungeon Master's permission at catastrophic severity. Choose consequences with the group's comfort and campaign tone in mind.
No. This is standalone narrative preparation. It does not start or change combat, apply damage or decide a character's fate.
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