I now have to ask why, if you believe that, everyone isn't playing PbtA games? They handle this "universal issue" very well according to you, so shouldn't everyone be playing them?
Because it isn't even necessary? I mean,
@DinoInDisguise is talking about how the mindset can be applied to any game, and how even a trad game can benefit from it. It's one of the things I incorporated into my trad GMing, and I would say that it's something that's improved my game.
The constant appeals to popularity whenever a game that's not 5e is mentioned as handling something well are just annoying.
Perhaps more to the point, and despite narrative games' insistence to the contrary, there is nothing wrong with "nothing happens" being the narrated result of an attempted action that fails.
There's nothing wrong with it, objectively. But for many people, it sounds boring as hell.
I don't mind a marginal success roll getting a complication tacked on, but the odds of failure are often already low enough there's no reason whatsoever to make outright failure even less common.
I would have a problem with that in a game unless there was a clear process in place. If you just ad hoc said "you only succeeded by 1, so I'm gonna say that you make the jump, but you drop your shield" or something similar, I'd be annoyed. That kind of thing should be discussed and disclosed up front, not in the midst of play.
The cynical side of me suggests another reason that fail-forward has become popular, but I seem to recall others getting red-texted for mentioning it in the past.
Despite your implication here, it's not about being soft on the PCs or that the players are snowflakes or whatever other nonsense you're dancing around. It's about there actually being consequences to the roll. If there are no consequences for failing to pick a lock, let's say, then it sounds to me like there's plenty of time and no other concerns that matter... so I'd just say you eventually open the lock.
If we're going to roll, it's because something is at stake. There's a time consideration or some other pressure that means something will happen one way or the other when the roll is made.
Agreed as to what you say in the literal sense, however in a lot of countries (including the one I'm in) "conservative" carries almost overwhelming political baggage and thus isn't often a term friends apply to friends.
Well, considering the context of the thread and the fact that this was already addressed in the OP, combined with the fact that political talk is not allowed here... I think it's crystal clear what I mean.
And to try and compare what I said to be political after you just passive-aggressively toed the line on political comments is just bad form.
I have no problem with fail-forward as a concept. A Blades in the Dark heist would not be the same, mad rush into ever more precarious and desperate situations, without it.
I do have a problem when it is presented as the only way failure should be handled, regardless what game or style you're aiming for.
In general, I think the people advocating hardest for fail forward have experienced situations where there is an expectation that the game can't progress until the players find a way to move forwards. Fail forward is an obvious solution to this, but allowing (and encouraging) the characters to go sideways or backwards is also a valid solution to the problem.
I think it's just an option that should be more widely discussed and practiced. The amount of times back in my early days of GMing that this would have helped me are pretty astounding.
It's not about it being the only thing that can happen. It's about it being an option at the GM's disposal. Some GMs are aware of it, but because it's not really highlighted in many trad games, and often vocally and aggressively demonized by many folks, it's not as widespread as it could be.