It’s the GM’s job to challenge the characters, right? No matter the game, the GM brings the world to life and pushes back against the characters’ actions. It’s the foundation of every good scene: Who is in it, what do they want, and why can’t they have it? Also, why do we give a shit? The why is the part the GM plays. The obstacles, the things that make a scene interesting.
The GM challenges the characters. Such is the natural order of things.
My favorite type of challenge is offering them hard choices. Difficult questions with no one good answer. Instead of just throwing consequences of their actions at them as the GM, ask them a question or offer a choice about it. Some games have push mechanics that simulate this very well. Often times, players can push a failed roll, but the at a cost. Perhaps another failure will bring major consequences, or there has to be something they have to give up in order to succeed. A price that must be paid.
In the Alien RPG, players can push a roll to reroll all dice that didn’t roll a success, but they increase their stress by 1. Stress in a horror game like Alien is not something you want to take on lightly, but a reroll could be the difference between closing the access door before the xenomorph reaches them, or coming face to face with it. Blades in the Dark lets you push a roll before you make it to gain an extra die at the cost of a point of stress. During narrative play in Lancer, you can push a failed roll which lets you reroll but the test is now harder, making it more likely to suffer a consequence even if the pushed roll succeeds.
Even games that don’t have this baked in can benefit from this approach. Failing forward, as it’s often called, the players get what they wanted from their action for a cost. They manage to break into the lock but damage their lockpicks; they sneak past the guards but leave tracks; they jump across the rooftop but drop something important. Even better if these moments are the choice of the player–if they want to succeed, the must pay the price. A difficult choice, which builds tension, lets the players inhabit their characters as they have to make a split-second decision.
Sometimes, these things could also be player initiated. Again, in Blades in the Dark, you’ll find a mechanic called “Devil’s Bargain.” A player can get an additional die to roll, but only if they accept a consequence that will occur regardless of the roll. The GM, or any other player, can suggest fitting Devil’s Bargains, and the acting player can choose whether to accept it. They never have to, but they can always ask for one. And again, these consequences will happen, regardless of the resolution of the action. The more creative the players and GM become, the worse these Devil’s Bargains can get. Think of the stories that these guaranteed consequences can unfold.
Creating interesting challenges is the GM’s job, but why not tag the players in to workshop what would make the most interesting story when a roll fails.