Just a thought on this, hopefully not too far off on a tangent --- A game's mechanics can definitely lean one way or the other to point out to players and GMs how binary or fluid "failure" should be.
For example, I don't recall anywhere in the D&D 3.5 PHB or DMG there being references to non-binary failure. As in, "One failed check may not mean 'total failure,' it may merely mean a complication has arisen," etc. etc.
It's not in 1e either that I know of. Can't speak for 2e.
Well, as a consequence, one of the things that happens when binary pass/fail is the default mode of resolution is players start looking for ways to guarantee sucess when making checks. When hard failure is failure, you tend to find ways to alleviate that problem.
As a result, in 3.x the only reliable indicator to a player that a character will succeed at a task is the bonus number associated to the relevant skill or check---the natural result being that players power-gamed the heck out of the skill system to increase the bonus numbers (further exacerbated by the fact that D&D has never really supported a "bell curve" model for probability).
Interesting point, and quite right I think. That said, a DM always has or had the ability to narrate the failure in myriad different ways, not all of which involve bad things happening to the PC but none of which involve actually succeeding...which is what I'm trying to preserve here.
To lead away from this kind of circular "system building," your system either needs to incorporate broader levels of competence across skills (this is Savage Worlds' approach, and I think 4e's as well), directly incorporate more granular levels of success/failure in resolution (Savage Worlds also does this to a small degree), or influence GMs to build granular success and failure into scene frames with codified scene-resolution mechanics (the obvious example being skill challenges in 4e).
Anyway, my real point is that "fail forward" mechanics are a "looped in" process that may have a number of general side effects on system development.
To @
Lanefan's point, how binary is that "failure" to climb the mountain?
Interestingly, 4e seems to at least unconsciously address this with skill challenges ---- Reading between the lines, the 4e skill challenge mechanics seem to be a clue to GMs that they should be very careful about using binary pass/fail situations for framed scenes, and do something more nuanced.
To me the only "binary" bit is that a fail means you don't get to the top. Everything else that may have happened as a result of the fail can be determined either by DM narration, dice rolls, player narration, or some combination of all those things and others.
Let's use another example, one where something like 4e's skill challenge mechanic would seem to work quite well: finding your way through a trackless forest. Here, a binary pass-fail would give two possible results: you get where you're going, or you're lost. A more flexible pass-fail (where "pass" still means you get where you're going) could have a fail mean one or more of:
- you find something else of interest instead which diverts your attention
- you don't reach your intended destination but have found a hilltop with a view and can see which way you need to go
- you encounter someone or something in the forest that you maybe didn't want to
- you encounter someone or something in the forest that you ultimately did want to
- your party somehow got split up and now can't find each other, never mind the destination
- you're going the right way but you took too long and darkness fell
All of these except the last one provide either more story options or a new challenge for the party, or both; and advising DMs to keep this sort of thing in mind is very worthwhile. That said, none of them sees you get where you were originally going...which is my point.
Another way of looking at it is that in the Mt Pudding example the DM moves the goalposts when narrating the failure: the roll is to succeed at the goal of climbing the mountain but the narration says you failed at holding on to your gear; and these ain't the same thing.
Lanefan