You absolutely couldn't be more wrong
Really? Because not only have you told me I'm wrong, and then proceeded to provide a definition I've used multiple times in the thread, and then tried to provide an even narrower definition of 'fail forward' than the one that is generally used which amounts to "Fail forward is the way I do it in Dungeon World, and not the way it is done in other games (or even necessarily the way it is done in the examples in DW's own rules)", but you've managed to contradict yourself several times in the last few posts.
Let me start with your failure to understand my analysis of fail forward:
The concept of fail forward isn't "the PCs move forward even if they fail." Fail forward is "things continue to happen even if the PCs fail a roll." Oftentimes those things moving forward are bad for the PCs, but good for gameplay.
Yes. That's EXACTLY what I said repeatedly during this thread. However, I slightly change the perspective on what that means and the emphasis of what 'forward' means. If 'forward' means 'this happen that are bad for the PCs, but good for gameplay', I'm focusing on the fact that 'good for gameplay' tends to functionally mean 'good for the players' in the sense that it tends to be less threatening to their goals of play than actual failure by itself would be. And focusing on the single throw resolution of that as you are doing misses that point entirely, because most systems apply 'fail forward' not at the single throw level by at the scene level. And really, its when you start looking at how DW advices you to use 'fail foward' at the scene level that your whole denouncement of everyone else's understanding really blows up in your face.
To evade that, you start offering definitions of 'fail forward' that are so narrow that they don't meet the definitions of fail forward provided typically in RPGs (or even, IMO, in DW), or else you are offering contradictory statements. If fail forward only meant that a bad thing happens on failure, that is to say, if it only meant that the positive stake on the successful fortune outcome was balanced by a negative stake on the failed fortune outcome, then we could step back from the larger system and notice that things like AD&D saving throws, or remove trap rolls, often effectively were 'fail forward'. The positive stake was, "You can claim the foozle." The negative stake was, "You take serious injury or even die." So clearly this definition is too narrow and frankly too ineffectual to describe a unique mechanic.
But even worse, consider the following:
"There are mechanics in some games where on a failure a PC can take a penalty to turn it into a "success, but..." However, those are "success at a cost", and are not considered "fail forward" rules."
First of all, I never even gave treatment to fail forward as a player driven option at any point. I never once mentioned games were players can set their own stakes and thus are involved in not just propositions but determining resolutions. But had I done so I certainly wouldn't have considered this to differ from "fail forward" on those grounds alone, as the definition of "fail forward" doesn't depend on who is setting the stakes. Nor for that matter does the fact that a particular game doesn't make fail forward mandatory at all times actually mean that the game doesn't use fail forward at all and allows you to exclude them from your analysis of fail forward. Nor for that matter is "success, but..." actually contradictory to fail forward as you seem to imply here, but then contradict yourself later on when you say:
"Something bad happens, and the DM makes a Hard Move against you.
You might have hit or not depending on the situation." - emphasis added
If you might have
hit or not, then clearly "success but..." is an option in "fail forward". You hit but something bad happened. That is in fact turning failure into success with mitigating consequences, not merely for the player at a meta-level, but for the character in terms of the fiction!
So I don't believe either Exploder or I am the one that is confused here.
and you really shouldn't try to analyze an entire RPG without actually reading the rules.
I've read the freaking rules! And for all I know Exploder has read them as well.
Actually, you shouldn't try to analyze an entire RPG system without playing the game, but asking that would probably be asking too much.
Yes, it probably would. I wouldn't mind playing DW, and I've been considering running it as a the next level of complexity in a game for my 8 year olds beyond the SIPS system I devised for them back when they were 4, but one of things I've learned over the course of 30 years playing RPGs is that it doesn't necessarily tell you anything to know what system you are playing because two different GMs will take the exact same set of rules and construct two completely different games out of them. Playing DW with you would only show me one such game. It wouldn't tell me what is possible with the game, or whether the game you are playing is the game that the designer is playing. I can pretty much guarantee that if I run DW for my 8 year olds, it will be a different game (but using the same rules) than the one you might run at DragonCon.