I know you're trying to answer but the the thing is that saying "...look back at the setup move(s) you made. What was threatened? What was about to happen, before the PC took action? Follow through on that. Bring the effects on screen. Bring the consequences to fruition." is meaningless to someone who doesn't play the game. It also doesn't explain how this relates to fail forward in any way. This is what I'm talking about when it comes to vague answers that are meaningless. They make sense to you, but anyone else? Pretty hit or miss.
You got a reply to this from
@Old Fezziwig. I've also posted about this in many posts in this thread, including some in reply to you.
John Harper is assuming that the fiction that is established during play has a type of emotional and/or dramatic and/or thematic "heft". And that it has a "trajectory" or "momentum" related to that. Here are the examples that he gives:
When you make a regular MC move, all three:
1. It follows logically from the fiction.
2. It gives the player an opportunity to react.
3. It sets you up for a future harder move.
This means, say what happens but
stop before the effect, then ask "What do you do?"
- He swings the chainsaw right at your head. What do you do?
- You sneak into the garage but there's Plover right there, about to notice you any second now. What do you do?
- She stares at you coldly. 'Leave me alone,' she says. What do you do?
When you make a hard MC move, both:
1. It follows logically from the fiction.
2. It's irrevocable.
This means, say what happens,
including the effect, then ask "What do you do?"
- The chainsaw bites into your face, spraying chunks of bloody flesh all over the room. 3-harm and make the harm move!
- Plover sees you and starts yelling like mad. Intruder!
- 'Don't come back here again.' She slams the door in your face and you hear the locks click home
.
See how that works? The regular move sets up the hard move. The hard move follows through on the threat established by the regular move.
Focus particularly on the last example. It assumes that there is a
reason the player's character has come to speak to her. And that there is a
reason that she has to be cold to the PC. And also that
the player cares about how she responds to the PC. It is not assuming a CoC-esque scenario in which the NPC is nothing more than a possible source of clues, and the only "cost" to the player of her slamming the door is that now the clue has to be found some other way. It is assuming human relationships.
If you look at the middle example, you will see that it involves sneaking into somewhere, with the risk of being spotted. It's less intimate and more adventure-y than the last example. I don't think it's that hard to imagine a variant on that in which the risk is not being spotted by Plover, but startling a cook.
(The first example is interesting mostly because it illustrates the difference between how interpersonal violence is approached in AW and how it is approached in D&D. AW uses the interplay of GM-moves and player-moves; whereas D&D uses something much closer to a wargame style of resolution.)
The common modern usage of the term "Fail Forward" means that you succeed at what you attempted but there's an additional cost or complication.
Well, if you know what you mean by "fail forward" then I'm not sure why you're asking about it.
But this whole discussion of it began with the contrast between "fail forward" and "nothing happens". And that is how I am familiar with the term "fail forward", which also used to be called "no whiffing".
Notice how none of John Harper's examples is "nothing happens". And in my examples of play, none of them is "nothing happens".
The example of fail forward that started this was "You climb the cliff only to find your dead friend." Examples of what I can find online are some variation of "You fail your lockpick check but open the door anyway and there's a screaming chef."
How you want to read those examples is up to you. Maybe you think the people who posted them are advocating for silly RPGing.
But my guess is this: that with the friend being dead, they are imagining that the player knows that what is at stake is whether or not their PC's friend survives, and they are having their PC climb the cliff to try and rescue them, and - because the roll fails - the PC fails to make the climb in time.
And with the screaming cook, I imagine that whoever posted it has something in mind very similar to John Harper's example with Plover.
None of these are fail forward from the definitions and examples I've ever seen since I first heard of the term. To me they aren't fail forward, they're just you failed and didn't accomplish what you wanted.
Notice how, in none of the examples, does "nothing happen".
Aedhros doesn't simply fail to find a kidnap victim - rather, a potential victim escapes, causing word to spread of a knife-wielding assailant. Aedhros doesn't simply fail to bolster his sense of self by singing - rather, he is harassed by a guard. Aedhros doesn't simply fail to have a helpful Elven Etharch turn up - a second guard turns up to join the first.
Notice also that the failure narrations don't
have to entail that Aedhros is no good at what he is trying to do. The first tends towards that implication - he can't kidnap someone. But the second doesn't - there's nothing wrong with his singing, but it attracts a guard. And the third is ambiguous - it's true that the guard arrives and no Elves do, but is that because Aedrhos is hopelessly alienated from his fellow Elves, or simply because guards like to travel in pairs?
(Notice also that these guard NPCs have never been mentioned before at the table. The GM nevertheless brings them onto the stage because they are implicit in our shared idea of a pseudo-mediaeval city. Maybe the screaming cook is similarly implicit in an attempt to break into a rich house by sneaking through a kitchen entrance.)
Anyway, these examples are what "fail forward" looks like. I'm sure that everyone's game has some of it. But I'm equally sure that there are some games that don't use it consistently - eg they would narrate the failed Sing test as singing poorly, perhaps for laughs at the table. Or they would resolve the kidnap attempt by first calling for an encounter roll or a Streetwise test to find a victim, and if that failed the narration would be that Aedhros is wandering the city streets but not finding anyone - Aedhros goes out looking for a victim, but
nothing happens.