When the Case Goes Cold
Night in Seattle. The lights of the street zip past the car like angry fireflies. The engine's whine went from concerning to pleading to now a death rattle, but it doesn't matter. If they don't reach Jake in time, nothing matters. Elise, poor Elise, will be the fourth victim. Jake, the only witness to the abduction. Why did he lie? Why didn't we see through it? Obvious in hindsight.
The tires squeal and everyone rushes out of the car, up the stairs to the tiny one-room flat Jake rents. No bother locking the car; no one will steal it anyway. But as soon as we get to his door, even before we get a chance to bash it open, we know. The smell of cordite in the air is a physical manifestation of our failure. The door opens, and we see Jake slumped back in his chair. A white piece of paper pinned to his breast is slowly turning red from the steady drip, drip, but the mockery written on it is still legible: "What now, referee?"
What do you do in a campaign when everything goes wrong? When the players take all the wrong turns, talk to the wrong people, or just outright keep on failing? Especially in mystery games of all sorts, this seems to be a recurring hassle, a design question even: 'but what if the players don't solve it?' Many designers and writers try to nip this entire issue in the bud in a variety of ways.
Justin Alexander's Three Clue Rule is the answer given at the level of adventure design. In his words: "For any conclusion you want the PCs to make, include at least three clues." His thinking is that they'll ignore one, misinterpret the second, but that third one will get them where you wanted them all along.1 He also added a corollary rule that red herrings ought to be avoided. In effect, what Alexander is arguing is to cram the adventure so full of clues that players cannot miss all of them.
There are other ways, however. Multiple games try to frontload it into the mechanics instead. GUMSHOE argues "you should never be able to miss vital clues by a bad roll," so what they do is say, "if you have an appropriate skill, you automatically find it." Brindlewood Bay goes further still: there is no predetermined right solution for the mystery the players are solving. The players just gather clues, come up with a theory that explains them, and then you roll to see if it's right. If not, they just continue and theorize once again later.
All of these are trying to solve that issue in a way that I categorize as designing for success. They tip the scales in favor of the party (or what might be left of it in the case of horror mysteries) solving the mystery in the end. They all assume that an investigation, or an adventure, must eventually reach resolution. They treat non-resolution as a problem to be designed out of the adventure, or even the mechanics.
But what if you didn't?
There's a better answer to this entire problem: let them fail. Maybe that party above does find Jake dead. Maybe that dead-ends their investigation and that poor girl Elise's body is never found, and the parents have to bury an empty casket.
So what happens after that?
If you prepare the world, the people in it and what they want, it's easy to find out what happens if you apply their failure, no matter the adventure. What if the entire coterie is killed in that Second Inquisition raid? What if that Dagonite cult did take over the town? What if they didn't stop Vizier McEvil's plot to kill the king and take over the kingdom? What if you let your players fail, applied the consequences of that failure to the world, and the table accepted that answer?
You can let previous failures become the background furniture of the campaign, even if they failed at this adventure, and the world becomes all the richer for it. The Old Guard knew this: you never ask yourself "but what if this group dies down here in the dungeon before they find the hidden treasures?" You allowed them to fail horribly, in pain, afraid and in pitch darkness, if that's what their actions got them. And then you gave them new character sheets. You allow their actions, even their failures, to alter the setting and enrich it, giving them more motivation to find cleverer ways to deal with whatever you throw at them.
Instead of sweating bullets and trying to salvage that situation we started on, why not play that out? They fail to solve the case. They see the parents crying at the funeral. Then tell your players to come back next week either with a new character, or the same one a decade worse for wear.
One of the investigators, tormented by the face of Elise's twin sister at the funeral, ate his own gun 2 years after the incident. Another became an alcoholic, got kicked off the force, and became a nightguard in the slaughterhouse. The last stayed, but the case wrecked his career. He spent the following years getting pushed to the sidelines until he was directing traffic every night.
But then, 10 years to the day, a new body came in. Girl, same age, same hair. Wearing the dress Elise wore on the night of the abduction.
And that's where the adventure continues. Or perhaps it doesn't. Perhaps the killer never resurfaces and Elise is never found. That is also a valid outcome. Designing for failure doesn't mean every loss becomes another chance to win; it means the game can live with the loss.
Designing for success is thinking at the wrong level: it presupposes that this party will succeed. But success isn't a party state, it's a campaign state, and campaigns fail when there isn't anything left to play. The question isn't "but what if the PCs fail?" It's "so what happens in the world when the PCs fail?" Don't ask yourself how to make sure they solve the case, rescue the hostage, stop the ritual, or find the treasure. Ask what happens if they don't, and how that influences what happens next.
Don't design for success; design for failure.
For now, ignore the obviously concerning framing of 'where you wanted them', which already presupposes a railroad being followed.↩