Not gonna lie, my favorite part about DMing events is to lead players to the edge of a conclusion and then just let whatever happen, happen.
A deranged serial killer just got free weapons from one, despite the fact that his story about what he was doing changed twice and he had already checked out a
ton of weapons a few hours earlier that seem to have magically disappeared. I left all the shady behavior in, but refused to actively give it up in the post itself and outright declare he was evil OOC. I instead focused on outward behavior and his sense of righteous confidence, and what do you know -- tons of weapons!
I'm sure this will have no consequences down the line at all. I love dramatic situations, and the character finding out they just let a crazy and violent person take a bunch of weapons right in front of them and only just waved at them in response is going to be fun to read down the line. I know that players tend to prioritize their own character's safety in a metagame sense, and I hope this event helps break that a bit because the failure states have nothing to do with the PCs getting injured or hurt. In fact, it's better for the villains to not have to fight any PCs because that just makes their objective easier.
After all, what better way to show that the heroes of the setting really are unreliable cowards than presenting them with flashy but ultimately small danger and having them be too scared to do anything? Villains who try to win through raw power and murder are fine sometimes, yeah, but I've always been much more interested in villains who try to win by breaking the spirit of their opponents instead by proving character assassination correct in the moment that it happens. Someone hiding off in a safe space all boarded up while people are dying doesn't sound very superheroic to me, and having evidence of that happening just makes the kick back to the public all that more believable.
I set expectations at the beginning of the event, but I've noticed that some players still view things as player vs. DM and I'm somehow out to get them. I told them flat out the power level of their characters didn't matter so characters of all levels could join, because trying to hurt their characters wasn't the point and would need to be actively sought after. Now different people have different clues and varying levels of knowing what to do with them, and it all comes together soon.
I don't see my job as a staffer who runs events to make sure characters win, it's to ensure that any outcome that happens both reflects their decisions and is dramatic enough to be worth the buildup. Failure is fine, but having different levels of failure is just as important, so the tension doesn't die immediately when the first thing goes wrong.
Like, if you're trying to sneak into a fortress or whatever and the first time you fail a stealth check all the guards in the place start charging at you screaming bloody murder... that kills all the tension. There's nothing for the PC to do there except run, they have no options. It's much better to have different stages of failure. Maybe the first time you accidentally kick a pebble and a guard goes
"I think I heard something." and another guard tells them to stop being dramatic. Maybe the second time the guard slowly walks over, all cautious like and ready to fight but you can easily just hide again until he goes away or gives up assuming it was just him being paranoid. Maybe the third time the guard alerts the others and puts everyone in earshot on high alert for a while.
Each of these things ratchets up the tension rather than killing it entirely like it would if you just had all the guards aggro immediately the second the PC stepped out of line. I see it as my job to enable and draw out that tension, because to me decisions made under that tension are much more meaningful because it's obvious to the player that their decision will actually effect outcomes -- and that's the goal. For the player to go
Hey, what I do actually matters and will significantly effect the events going forward. And part of making those choices matter are offering scenarios where player agency leads to bad decisions. The player can choose to save the day, or they can choose to let the shadiest person in the scenario randomly decide to take a bunch of high-tech weaponry right in front of them and just waving and telling them to be safe as they leave. With all the talk of 'railroading' and 'artificial choice' in at least the tabletop community, I think it's fair to point out that removing the possibility of catastrophic failure regardless of what the PCs do is also in and of itself a form of railroading. In the same way that most DMs would see a total success as a good thing, also see the catastrophic failure as a good thing so long as the decisions of the PCs are the things that drove the adventure to that conclusion. Giving players and thus PCs the choice to significantly effect outcomes means letting them fail as well as succeed, or their choices only matter sometimes.
It also has already helped curb metagaming, since I don't flat out say whether characters are good, evil, or just randos who are just trying to live their lives away from all the superpowered freakshows running around making property damage. I won't type the words
This person is not normal. but I WILL type out how they twitch randomly, scratch their neck constantly, jerk their head in weird ways when they talk, stare off into space, and change their story every five minutes to something completely unrelated to the last one and never acknowledging that their last story was ever told. Not everything will be that obvious, mind, but you'd be amazed at how many of these you can throw at someone and still not have them perceive anything is abnormal OOC as long as you don't say the words
This person is not normal. or the equivalent. If they fail to get it even after all of that, I still won't tell them.
I feel it's my job to lead them right to the conclusion, but let them pick up that conclusion by themselves. A catastrophic failure does not need to be
Everyone dies because quite frankly that's boring and unimaginative. It removes your ability to actually let people fail by ensuring that you as the DM won't allow that outcome to happen. If you want player choices to matter, have a set of outcomes that you're actually willing to let loose into the RP and let the players decide which outcome they want through their actions.
Then sit back and watch the players make it 1000% harder by sabotaging themselves under the weight of this new responsibility. Players really are their worst enemy when they realize they can actually make things worse as well as better. Then just sit back and laugh evilly. IC infighting over what decision is best because the characters realize their choices actually matter is amazing and I wish I saw it more. It's even better as the DM because you know what decision will lead to what, and know which is more likely to work but won't tell them. It allows you to have all the warm fuzzies of giving players agency and decisions that matter, but also all the thrill of sitting back in your chair and laughing evilly as they choose their own adventure into the worst possible outcome -- or the best! It doesn't matter to you, the DM, because ideally you would have created a situation where both the best and the worst outcome is still dramatic and exciting to play. So you win no matter what!