"Fail forward" or "no whiffing" is a technique developed in the indie design space, to respond to what was seen as a couple of problems with received approaches to action resolution:The finer details that enable meaningful conversation about it.
*That failure leaves the fictional situation unchanged (at least in any meaningful way) and hence tends to cause a stall or frustration or a lack of interesting game play;
*That failure tends to be narrated as the character failing at the attempted task, which makes them look incompetent although (often, at least) they are supposed to be an expert.
*That failure tends to be narrated as the character failing at the attempted task, which makes them look incompetent although (often, at least) they are supposed to be an expert.
Narrating failure by reference to intent, and narrating external forces that bring about the character's lack of success, avoids both problems.
Consistently with what @thefutilist posted not far upthread, it did not take that long for "fail forward" to be adopted by RPGers using a more conventional, GM-driven approach. In this usage, it refers to the GM narrating failure in such a way as to keep things "on the rails". This is where the idea that a certain event has to occur for the game to keep going comes from (eg the PCs have to pass through a certain door, or have to discover a certain clue).