Hey everyone! So as a GM I have a bit of trouble coming up with interesting effects when my players absolutely bomb their Skill tests.
Some are pretty straightforward - Failing Trade (Armorer) destroys the item being worked on and Navigate gets the party hopelessly lost.
But when they abysmally fail a Commerce test to barter with the locals for food or Interrogation for information... I have no idea where that goes other than "You don't get what you want." But 3+ DoF deserves something more than that.
What do you think, fellow GMs? Or more accurately, what have you done to your players when they've failed in the worst way possible on their Skill rolls?