And as I addressed, it's a very bad term. The characters' lives won't be boring whether you do that or not. Why not use a term that's accurate like, "Make the moment interesting" since it's all about what's happening in that moment and has nothing to do with rescuing the characters from a life of boredom?
Why is it a bad term? Has anyone who sat down to GM Apocalypse World ever been confused or led astray by it?
Here is the parallel instruction to Burning Wheel GMs (found under the instructions on the role of the GM in Revised, Gold and Gold Revised):
Most important, the GM is responsible for introducing complications to the story and consequences to the players' choices. . . . Once play begins, as players choose their path, it is the GM's job to meaningfully inject resonant ramifications into play.
@Campbell's point, with which I 100% agree, is that "fail forward" is a technique that sits within a broader approach to GMing. The Burning Wheel instructions, and Apocalypse World's "Make the players’ characters’ lives not boring", are components of such a broader approach.
Whereas if, say, one is adopting the approach to GMing set out in Gygax's rulebooks - roughly,
prepare your material and then present it in neutral fashion - "fail forward" does not belong.
When you describe your approach this way . . .
I'm not going to prepare stuff that they would find boring.
. . . it seems to me that you are closer to the Gygax approach than the AW or BW approach. Their advice, and their techniques, are probably not relevant to you.
Don't try to tell me that I'm doing X wrong where X can mean multiple different things and you want it to mean how Y game uses it when we are discussing Z game.
In case you missed it, here is the post I made about the constraint of being faithful, or not, in one's portrayal of a character:
As for the difference between player-authored conflict across a moral line and following along with the workings of the system to reach system-dictated conclusions, I can't do better than (again) adduce the difference between Pendragon and something like The Riddle of Steel or Burning Wheel. In Pendragon, the system generates changes in the traits, and the traits then (help) shape how the player is to play their PC. The traits are a type of "model" of the PC.
Whereas in TRoS or BW, the player establishes their Spiritual Attributes or Beliefs based on their own priorities, and is able to control how they change and how they impact play. For instance, BW expects Beliefs to be broken as much as adhered to, and has a "reward system" for both possibilities. The system doesn't ask the player to faithfully portray their PC, but rather to make a statement by portraying their PC a certain way.
That post was a reply to
@FrogReaver. It was explaining a certain sort of play - the sort found in TRoS and Burning Wheel, for instance - by contrasting it with Pendragon. I made the point that, in TRoS and BW, the player is not called upon to faithfully portray their PC.
That was not a statement about your RPGing. I was not discussing you. I was not discussing "game Z", whatever game that is. I was not telling you that you are doing anything wrong.
I'm saying that 1) those games are wrong if they attempt to appropriate a term for their exclusive use, and 2) other people are wrong when they say that we can't be faithful to our portrayals of character.
I can assure that the rulebooks for TRoS, and BW, and Pendragon, say nothing about whether or not you,
@Maxperson, have ever been faithful, or not, in your portrayals of character.
To reiterate: when I play Burning Wheel, I am
not expected to faithfully portray my PC.
Fidelity to some prior conception is not part of the job description. I am expected to
make a statement by portraying my PC a certain way.
The term isn't owned by those games. Faithful has meaning as a word. I can be faithful to my character whether it's to stuff I have made up in my head, stuff I've told the players about, or a combination of that.
A lot of these terms are lame, because some of them end up being derogatory when speaking about other playstyles, and some of them attempt to redefine terms that are commonly used to mean other things in the industry, and then these bad terms get used to beat people over the head with and tell people they are doing it wrong(see being faithful to your character) in other games, which is One True Wayism.
The creators need to use terms that more accurate and neutral, and those using them need to keep them confined only to the game that uses them and not try to apply them anywhere else, except in the context of personal use. ie stating that you use X idea from Y game in Z game because it works for you.
I once again ask you to re-read my post. Where is it saying any of these things you are complaining about?
As far as I can tell, from your various posts that I have quoted in this post, you put a
lot of emphasis on fidelity: GM fidelity to prepared setting; player fidelity to a prior conception of the character.
For that reason, the sorts of techniques found in RPGs like AW, BW and TRoS are probably not all that relevant to you.