143- Dealing With Failure

The Mythcreant Podcast

Failure occupies a strange place in roleplaying games. On the one hand, without failure success means nothing. On the other hand, no one likes failing their rolls. Why is that? This week, we talk about what should be done when the dice don’t come through. What should a GM tell players when they fail? What systems handle failure the best? Plus, you’ll learn about the time Wes took all his players’ dice away.

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Opening and closing theme: The Princess Who Saved Herself by Jonathan Coulton. Used with permission.

Show Notes:

Legend of the Five Rings

Eclipse Phase

Call of Cthulhu

Torchbearer and Mouse Guard

Treat your friends to an evening of dark ritual murder. In a fictional game scenario, of course. Uncover your lost memories and save the day in our stand-alone game, The Voyage.

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  1. Bronze Dog

    Now I’m curious how this scary flower stands in comparison to Flowey and the one in Eversion.

    • Chris Winkle

      I think those were more personified than this one was. It was a beautiful lotus given to the player character by an unknown presence, and then it no matter what he did with it, it would always appear somewhere near him. Like if he left it at home when he went to school, he would find it at school in his backpack. It didn’t seem to need any soil, and over time it grew bigger. It started winding itself around him, and eventually merged with him, making him into a sort of dryad.

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