Story is Consequence

In Daggerheart, every time you roll the dice, the scene changes in some way. There is no such thing as a roll where nothing happens, because the fiction constantly evolves based on the successes and failures of the characters. A failure doesn't mean you simply don't get what you want, especially if that would result in a moment of inaction. The game is more interesting when every action the players take yields an active outcome—something that develops the situation they're in.

For example, if you fail a roll to pick a lock, it's not just that the door doesn't open. On a failure with Hope, it might mean you can hear the rumble of footsteps coming down the hall behind you—the adversaries you previously escaped are getting close, and you have to hide, or find another way through. On a failure with Fear, the door might've been magically warded to keep thieves away, and its arcane alarm triggers. Meanwhile, on a success with Fear, you might succeed in unlocking the door, but you're spotted by the adversaries within. These consequences are what make the game interesting and drive forward your shared adventure.

Every GM and player has a different level of interest and comfort in this roll-to-roll improvisation. Some groups might prefer a largely predetermined world—for example, the GM could have previously described there are two guards on patrol, and you roll simply to learn whether you overhear them, catch them unaware, or whether you escape both guards without notice. In other groups, the GM might not have decided if there are guards at all—but after you roll a failure with Fear, they quickly weave two guards into the story. Either approach is okay, and you'll likely use a mix of both in each session!