Bedrockgames
I post in the voice of Christopher Walken
I think this goes to show that the context of the fictional situation that is unfolding relative to the player's stated goal and approach will determine whether and which mechanics apply and what those stakes may be. Which is my point as to the use of techniques like Fail Forward. In some cases, "Yes" or "No" are fine stakes. In other cases, "Yes" or "Yes, but..." are more interesting. I see no value in limiting myself to one or the other.
I think most GMs would say "Yes but..." is perfectly fine depending on the context (because stake setting is very situation dependent). But I guess fail forward seems to be saying more than that to me. If it is just about taking a bigger more complex look at potential stakes for a given situation, that doesn't sound all that different from what goes on at any number of tables (but I don't understand why its called failing forward in that case). Maybe I am getting hung up on forward, but it appears not to simply be a tool for getting the GM to think more broadly about stakes, but rather has a focus on momentum and maintain that sense of things progressing. Put another way, it seems to be either about 1) not allowing a failed roll to interfere with the flow of the story or 2) turning a failed roll into a plot point that advances the story in a new or exciting direction. Is this correct?