I just thought I'd clarify this. Using Dungeon World as an example we can take the Volley move, as used for standard ranged attacks.
When you take aim and shoot at an enemy at range, roll+Dex.
- On a 10+, you have a clear shot—deal your damage.
- On a 7–9, choose one (whichever you choose you deal your damage):
- You have to move to get the shot placing you in danger as described by the GM
- You have to take what you can get: -1d6 damage
- You have to take several shots, reducing your ammo by one
(And on a 6- the GM makes a hard move which is worse; the GM never rolls their own actions.)
There are three major differences between these cases and Wolfpack's failure suggestions;
- They are considered successes not failures; the character does what they were trying to
- The system presents the options rather than having the GM splice it in to make up for the shortcomings of the system
- The player, not the GM chooses the type of shortfall meaning that how recklessly you are playing your character and what you value is further emphasised.
And all of these things are valuable and show parts of why GMing advice is not as good as a system designed for the purpose.