I find it helps to mix up encounter types and of course, having failure as an option.
If a table cannot handle failure then... well, that's really their problem and not the game system's.
[sblock]Example of varied adventuring day:
Party of five characters, each level 8 attempting to extract a person of interest from a Gnolls as soon as possible as part of an ongoing adventure.
ENCOUNTER 1
Group makes camp in unfamiliar and dangerous terrain. Depending on how the party secures the area, they either mitigate or avoid a number of possible random events and one scripted/predetermined encounter (the local scavengers).
Resource tax: Minimal+ depending on paranoia and desire to remain undetected.
Failure: Party loses some or all of their rations and possible items of gear. Party might be forced to return home base.
ENCOUNTER 2
Party meets a small mob (15-20) of desperate survivors attempting to make their way home. Pushed to their limits, they may try something reckless, from stealing to attacking the party. Calm words and a patience will placate the survivors. Party has the choice to expend healing and any other resources in order to help survivors. If they choose to help a future boon is granted to them, via the one of the survivors rewarding them should the party live to return home. A social encounter, anything might happen - with our table, there's a 50-50 chance someone puts their foot in their mouth and all hell breaks loose. YMMV.
Resource tax: Minimal+ depending on how committed the party is to helping the survivors. Combat is an option tho the party should win with little effort.
Failure: Social encounter, things can get preetty crazy!
ENCOUNTER 3
Trolls attack. Because trolls. Attempting to strike with surprise, trolls have set up an ambush in the tree tops. Their plan is simple - create a distraction in an attempt to occupy the party's scouts. Then, drop down from above and attack. If the party doesn't split up or send a scout, they become impatient and attack regardless.
Resource tax: Medium to high depending on party composition and if they fall for distraction.
Failure: Possible limb loss and or death.
ENCOUNTER 4
Canyon crossing. The terrain gives way to steep cliffs of rock, forming a gorge, complete with a river running far below. Harpies populate the area, flocking in groups of 6-10. The party attempts to cross the gorge while ensuring they don't fall foul to multiple Luring Songs.
Resource tax: Medium-High, depending on spells available and party composition. Death of a party member is a possibility due to multiple Luring Songs and the danger of falling.
Failure: Death of a party member is a possibility due to multiple Luring Songs and the danger of falling.[/I]
ENCOUNTER 5
Strange item. The party encounter the desiccated remains of a Gnoll scout. Upon approach, a ghostly Gnoll visage appears above the remains and charges the party. It takes no damage, nor does it causes any and vanishes after one round with a howl. Searching the Gnoll's remains reveals a small black metal box. The box features intricate markings but seems to be locked shut. The box radiates necromantic spell energy.
Resource tax: Minimal+, depending on how trigger happy the party is and their curiosity.
Failure: DM's choice. What's in the box? WHAT'S IN THE BOX?!?!
ENCOUNTER 6
Not-so-nice survivors. The party encounter a group (6-10) of naughty survivors (Bandits) led by their crafty leader, an Assassin. Their leader will then spin a sob story about them being driven to starvation and beg the party to give them supplies and shelter. If the party lowers their guard, she and her gang will attack. If the party does not lower their guard, she and her gang will attempt to flee, regroup and then proceed to stalk the party, attacking during their next rest.
Resouce tax: Minimal to High (short term/long term).
Failure: Murder. Death. Kill
ENCOUNTER 7
Gnoll camp. 20-35 Gnolls occupy a small village, set in against the sheer cliffs of a smouldering volcano. The party attempts to locate and extract the person of interest, ideally without alerting the entire camp. If more than day has passed, the person of interest is battered but alive, capable of limping and limited action. If more than two days has passed the person of interest has been beaten to near death and lies in a coma.
Resource Tax: High, factoring both party assets and time. Like any good jailbreak, it all depends on how the enemies are grouped and the security system/s in place.
Failure: Party is captured. Party member/s killed. Person of Interest killed/is not rescued resulting in the party having to explore another avenue of information gathering.[/sblock]