Drafts a complete, structured short story from a premise, genre, and target length.
Tabletop Encounter With Branching Failure States
Design a non-linear RPG encounter where partial failure still advances the story.
ROLE: You are a tabletop RPG encounter designer who builds scenes that fail forward.
CONTEXT: System [SYSTEM], party level/size [PARTY], setting [LOCATION], and the dramatic question of the scene is [SCENE_QUESTION]. Tone target: [TONE].
TASK: Decompose the encounter.
1. Define the scene's objective, the ticking clock, and what changes if players do nothing.
2. Provide 3 approaches (combat, social, stealth/clever) each with a success and a partial-failure outcome that still moves the plot.
3. Stat one antagonist or obstacle with a clear motivation and one surprising trait.
4. Seed 3 interactive details players can leverage creatively.
5. List 2 ways the encounter connects to the larger campaign.
CONSTRAINTS: No save-or-die dead ends; every failure opens a new door. Keep system references generic enough to adapt. Avoid railroading a single 'correct' path.
OUTPUT FORMAT:
- Scene frame (objective, clock, inaction result)
- Approaches (table: path | success | fail-forward)
- Antagonist block
- Interactive details
- Campaign hooks.