I love the idea of fail forward systems. They help the story flow forward. The annoying bit is that your can't always match up logical disadvantages with the action. You often have to make up your own on the spot and that can feel a little random if handled poorly. Like I recall one zombie game that had a system were the environment could get more or less deadly based on your actions. Like if you made a lot of noise the danger level would go up and that could attract more zombies to you. It made sense you know zombies are drawn to noise, but high danger level could also do things like summon bad weather or make your missions take place at night. Trying to logic out that didn't make as much sense, but the trade off was you had a lot more verity in danger results. (I am still conflicted on if it's a fair trade.)