No.
[MENTION=6696971]Manbearcat[/MENTION] introduced the example with the pudding and the rod. In his (and others') discussion of that example it has been clear that losing the rod creates a choice: go on without it but have a less certain means of finding the pudding; or try to recover the rod from the ravine into which it has fallen.
The mace example is mine. It is from an episode of actual play. I have described it several times upthread, including in a very recent post, so I won't reiterate it. But the mace is not needed to kill any monster.
This is not how the scene-framing style of play generally associated with paradigmatic "fail forward" techniques works. The players don't follow the GM's cookies. Rather, the players - via the build and play of their PCs - set "cookies" for the GM. Eg the mace became relevant in my BW game because one of the players added backstory and a goal to his PC.
"Fail forward" is a technique that is generally an alternative to "exploring a world". The GM authors backstory in response to adjudicating checks, not as an input into that adjudication.
This makes me feel that you are not really following the discussion of how "fail forward" techniques work. If everything the PCs do is
aimed at getting the pudding, it does not follow that they will find it. Because they may fail. (As the PCs in my BW game initially failed to find the mace.)
If the PCs decide to pursue something else, that is there prerogative. (The 5 PCs in my BW game each have 3 Beliefs, although some of those beliefs overlap in content so that is not literally 15 possible goals in play, but its certainly more than 1.) But that is up to the players, not the GM. If the PCs pursue something else, then the GM has to adjudicate those new action resolutions. (That is actually how the mace became relevant in my BW game - as I've explained, that "alternative option" was introduced by the players, not by the GM.)
Through a combination of note-taking and memory. Writing everything in advance doesn't per se increase its depth, nor ensure consistency.
I've got plenty of actual play threads, some of which I've linked to upthread.
Here's another. They illustrate how the technique works.
If the check succeeds, then the goal/intention that motivated the check has been achieved. If the new challenge/complication invalidates or reverses that particular achievement, I regard that as rendering the players' resource expenditure pointless.
Why not?
OK, part of my problem is just following this thread...well, threads, there are several semi-related discussions about some related and some not related techniques and it's getting difficult to parse through it all in what spare time I've got...
Having said that, I think I'm getting it (really!).
I'll start backwards - one skill check is fine for everything if that's OK with your group. Most seem to want a bit more granularity where the skills of the PCs make a difference. Something not as complicated as combat, but more than a single check.
Now, for the greater discussion, when you (I) start thinking through the discussion, there are two distinct points of view here - the DM and the players. The techniques in play by the DM in many cases should be largely invisible to the players. They players have no idea whether the mace is there or not, so if the DM decides to either make that decision on the fly, or change his decision on the fly, or if it's written on a page of paper makes no practical difference to the player's experience.
There is always a mix of improvising, changing, retconning, and following a predetermined (if not written) idea on the part of the DM. The mix is really a question of what the DM is comfortable with, and falls within their skill set. In theory, the players shouldn't care one way or the other.
First, the players may have a preference for the crunchiness of the game. So the number and types of checks will come into play in part based on that. Then there is the matter of trust. The game is dependent on the trust of the DM by the players. Now in my opinion, if the players can't trust the DM to make rolls in secret, then it's probably the wrong group of players with that DM. On the other hand, there are players that aren't comfortable with any DM rolling in secret, that's a different issue outside of the scope here.
As long as the players trust the DM and feel that the world is consistent and 'fair' (another loaded term), then how the DM goes about generating that world and story is ultimately irrelevant as well.
Since there has finally been a term noted that
does apply to this technique, my recommendation (which won't get anywhere, it's OK, I understand), is 'Just In Time' storytelling or DMing, GMing. It's a technique where the DM determines the details of the plot, story, world, situation, whatever on the fly and in the moment. The framework of the world is in place, there are a mix of knowns and unknowns in the world, as there always are, and the results of an event or situation are determined in the moment.
I ran another session last night, and I have to admit it didn't go as well as I'd like. I think it was a mix of the players (all essentially new), and to some degree a lack of planning on my part. I had a good idea of what would happen, due to the particular circumstances, but my brain just wasn't working through potential options quickly enough. So I would have benefitted with more 'pre-planned' stuff to drop in. This is part of the skill side of making these techniques work - I didn't have enough stuff percolating in my brain, and the players/characters weren't providing much in the way of inspiration.
So now I think I really understand what you specifically are calling 'fail forward' and I also see the, um, legitimacy of the concept of deciding if the mace is there/not there at a given point of time. I guess the benefits are that if you're good at it you probably don't need as much prep time, and also allows more possibilities since you're writing the story in a combination of a reactive/proactive approach.
I've been doing this for years since I think it plants the characters more firmly in the world, although not always at the table, a lot of it has been in the planning and thinking between sessions.
Ilbranteloth