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Adventures In Storytelling · Apr 24, 2026

Nothing Happens Is Killing Your Story

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Jon Howski · Adventures In Storytelling

I recently came across a Substack article Sword: A Solo RPG Engine for Relentless Momentum, and while it’s framed as a minimalist solo RPG system, one idea immediately jumped out at me as something far more powerful: a simple rule that forces a story to keep moving. It got me thinking, what if this wasn’t just a way to play stories, but a way to write them? In this post, I want to take that core principle and translate it into a practical method you can use either to plan a brand new story from scratch or to diagnose and fix a draft that’s quietly losing momentum.

They fail because… nothing happens.

Not literally nothing. Things are happening on the surface:

  • Characters walk into rooms

  • They have conversations

  • They investigate clues

  • They make plans

But strip all that away, and you’re left with an uncomfortable truth:

The story hasn’t actually changed.

The situation is the same. The stakes are the same. The character is in the same place, just with more words behind them.

And readers feel this immediately.

They might not be able to articulate it, but they feel the drag. The lack of momentum. The sense that the story is spinning its wheels.

As mentioned above I recently came across the following article on Substack by SoloRPGamer

It’s about a minimalist solo RPG system, but buried inside it is a rule that applies perfectly to fiction writing:

Something should always happen.

Not “something should be described.”

Not “something should be attempted.”

Something should happen.

Meaning: The situation must change. Every time.

Here’s the easiest way to diagnose a weak scene:

If you can remove it and nothing changes, it was already dead.

Dead scenes are everywhere. They often look like this:

  • A character searches a location… and finds nothing

  • Two characters talk… but nothing shifts between them

  • A plan is made… but it doesn’t alter the stakes

  • A problem is introduced… then quietly resolved

On paper, these scenes look active. But functionally, they’re static.

They don’t push the story forward, they just delay it.

One of the most powerful ideas in that SWORD article is this: There are no “nothing happens” outcomes. Even failure produces change. This is where a lot of fiction quietly breaks down. Writers often treat failure like this:

  • The character tries something

  • They fail

  • They try again

Nothing has really changed except time passing. But strong storytelling treats failure differently. Failure makes things worse.

Weak version: He tries to pick the lock. It doesn’t work. He tries again.

Stronger version: He tries to pick the lock. It jams.

Now the door won’t open at all, and footsteps are approaching.

Same action. Completely different result.

The second version moves the story forward. The first one stalls it.

Here’s another uncomfortable truth: Clean success is boring.

If a character gets what they want with no cost, no complication, and no new problem, the story loses tension.

Strong scenes tend to follow a different pattern:

  • Success… with consequences

  • Victory… with a cost

  • Progress… that creates a new problem

Flat: She escapes the enemy.

Better: She escapes the enemy… but leaves her ally behind.

Now we have:

  • guilt

  • stakes

  • a new objective

The story didn’t resolve, it evolved.

Most writers think plot is a sequence of events. It’s not. Plot is a sequence of escalations. Each scene should make things:

  • harder

  • riskier

  • more complicated

If the pressure isn’t increasing, the story is flattening.

A useful mental model to consider is the Scene Pressure or Scene Tension.

Simply put assign a number to each scene to indicate the pressure or tension that’s being inflicted on the protagonist by the story.

  1. Low

  2. Higher

  3. Worse

  4. Oh no…

You can then use this number to visualise the rise (and fall) of tension across your story and If two consecutive scenes feel the same in terms of tension, something’s off.

Here’s a simple trick you can steal directly from the world of solo roleplaying. At the end of every scene, imagine you rolled a six sided die. The result must be one of the following and informs the following scene (or what happens next for your scene POV character).

  • 1 - Success - the character gets what they want

  • 2 → 3 - Success with complication - they get it, but…

  • 4 → 5 - Failure with consequence - they don’t get it, and things get worse

  • 6 - Escalation - the situation intensifies

What’s not allowed is that nothing changes.

If your scene lands there, it needs rewriting.

If you want something practical to work from, use this:

  1. Character wants something

  2. They take action

  3. Something happens

  4. The situation changes

That last step is the one most drafts miss, because it’s the hardest one.

Take a scene from your current draft and ask:

  • What changed?

  • What got harder?

  • What did it cost?

  • What new problem was created?

If you can’t answer those questions clearly, you’ve found a weak point. And that’s good news, because it’s fixable.

Readers don’t just want events. They want movement. They want to feel like:

  • things are unfolding

  • consequences are stacking

  • the story is going somewhere

Momentum creates immersion. Change creates tension. Escalation creates story.

Everything else is just… words.

  • You don’t need a more complicated plot.

  • You don’t need a better outline.

  • You need this: Every scene must change something.

Because if nothing happens… neither will your story.

Take one scene from your work-in-progress and rewrite it so that:

  • failure makes things worse

  • success creates a new problem

  • the situation is different at the end

You’ll feel the difference immediately.

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Read the original on jonhowski.substack.com

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