True, but I'm not sure you should run a campaign on the basis of everything JUST feeding into the next scene. I don't know what @
pemerton has to say about it, but to me STRATEGIC consequences are more interesting than tactical ones, but both have their place and I think players understand and play the resource game, so they're not exactly disconnected from resource loss. OTOH it is an abstract consequence, so it may not always be visceral enough. You could add in something, like a disability of some kind on top of it in some situations. The Despair Deck for instance could be used that way, or you could just do as suggested above and have a penalty. You could use the disease track too.
Well, Nemesis Destiny's house rules made my suggestion moot, since surges are much more important in his game, but I get your point.
This is one of my favorite threads, because it turns out I've been running my game as PSF. There are a couple things I've grown to hate over the years of RPGing, and some of them are 1) fiddly resource management and 2) "so what do we do next?" So I gloss over a lot of management questions, like how many arrows do you have, or did you buy rations, or even how much time as passed. I also avoid clueless players like the plague. I just tell the players a ton of information. I remind them of old information. They always find clues. Tie all that together, and I just throw them into the next scene, usually based on what they did in the last scene.
To get the strategic consequences, we don't always have scene A chain to scene B chain to scene C. Sometimes consequences don't come up for many scenes, and sometimes a bunch of scenes all come together as all the *bleep* hits the fan at once.
Tying that all back to the healing surge penalties, because of the way I jump to the next scene, healing surges rarely run out. The difference between ending a fight with 5 surges and 2 surges makes little difference, assuming the PCs have control over when Extended Rests happen (I have done sessions where Extended Rests don't happen until we reach an "end point" but seems more like one big, long scene rather than 3 or 4 chained ones. There, counting surges was very important.). Obviously, if you're tied a little tighter to resource management, my experience can't be extrapolated. I could definitely use the disease track, or some other overt mechanical penalty. I like pemerton's stakes raising idea, and I'm thinking of it like this: If you succeed in the skill challenge you come in at the beginning of my scene frame. The hostage is somewhere in the demon city and the ritual is about to start. If you really nail the skill challenge, you come into the scene a little earlier - the secret door hasn't closed yet. If you fail the SC, you come in late - the ritual is underway and the hostage is taking damage. It's the same movie, but the entrance scene shifts depending on the SC.
PS