I have no idea whether this would be a good outcome or not, but it just struck me while adventuring on writs.
What would be the impact of being able to fail writs? E.g., if you die (or probably "if you respawn", so your party can raise you and go on to complete it) while a writ is on your ledger (and/or a certain amount of time passes since you accepted the writ without progressing on an objective?), you fail it - no active penalty, but you don't have it as an active writ any more and you count as having "done" it so can't pick it up again for full value.
I mean the obvious outcome would be less XP, but probably not that much less - and it might add a sense of jeopardy to doing them and make them feel a bit... idk... less of a game mechanic and more of a story-based quest?
It would be generous to call this even a half-baked idea, so let me know what y'all think it would do to the game?