Design patterns

Partial Success

Games
Apocalypse World Dungeon World Monsterhearts Masks Blades in the Dark Scum and Villainy Brindlewood Bay The Between
Game families
Powered by the Apocalypse Forged in the Dark Carved from Brindlewood

Summary

Partial success is a resolution outcome in which a character achieves what they attempted, but the success is incomplete, costly, or accompanied by a complication. It occupies the space between unqualified success and failure, allowing an action to change the fiction in more than one direction at once.

Design Purpose

Partial success keeps play moving while introducing consequences, compromises, and difficult choices. It replaces binary pass-or-fail resolution with outcomes that preserve accomplishment and generate new problems.

Problems Solved

Core Loop

A player takes an uncertain action and resolves it using the game's normal procedure. On a partial-success result, the character achieves their immediate intent, but suffers a consequence, receives a reduced effect, or must make a difficult choice. The group incorporates both parts of the result into the fiction and play continues from the changed situation.

Player Decision

What cost, compromise, or new danger am I willing to accept in order to get what I want?

Narrative Effect

Partial success creates stories in which characters remain capable but rarely remain in control. Victories accumulate consequences, plans develop complications, and each resolved problem can create the next source of pressure.

Strengths

Weaknesses

Variations

Examples

Pattern Definition

A Partial Success is a resolution outcome in which an action accomplishes its immediate purpose while also producing a cost, complication, reduced effect, or difficult choice that changes the fiction.