Lanefan
Victoria Rules
That's a good concise way of explaining the difference that a brick like me can grok.I think what @Hussar is getting at is not that you don't care about the failure--of course you care; your character has been denied a want.
The point is that in PbtA, any given success or failure is more important in the context of reframing your character's inner narrative/story approach than the externality of the "Did I get what I want?"
For me, when I play a character the here-and-now of what the character is doing is what matters while adventuring, if for no other reason than those considerations are what helps him or her survive; while the character's personal or inner narrative/story development usually happens during downtime between adventures (which is one reason I'm a big fan of downtime).
As adventuring represents most of the time of play during an aggregate of sessions, the here-and-now tasks and actions tend to take center stage.
What I don't understand is how-why this approach to playing a character isn't - or isn't seen as - completely system-agnostic. In other words, while there may be nudges and encouragements to do one thing over another, in the end is it the place of a game system to tell me how to approach playing my character?