>>15382384
Call me grognard, then, because I don't like it. It seems to impress some kind of "It's good to fail" mentality, while the good results of it shouldn't need description. Players can fail, and failure shouldn't automatically open up new routes in every situation. Players shouldn't be okay with failure, they should be trying to succeed. I'm sleep-deprived at the moment, but bear with me; I'll try and give an example.
Say you have a rogue sneaking down a corridor and he fails his Move Silent or Stealth or Infiltration check or whatever and the result is that guards hear him and come running to attack. This isn't "failing forward", it's just failing, with the expected results of failure (getting caught). Yes, it may move the story forward but it doesn't do that because the character failed, it does that in spite of failure. Say the same rogue eventually comes to a lock and fails to pick it. Under no stress, the 3e DnD rules would allow him to take twenty times the amount of time a standard attempt would take in order to auto-twenty the roll, but what if the lock is too complex to pick even with that? The obvious solution is to find the guy with the key, but should the GM just "fail forward" the rogue and tell him that, or should he simply allow the player to reach that conclusion on his own if he's clever enough?
It's a nonsense term, for nonsense people who are terrified of failure having consequences, such as not being able to advance, but that's what failure is, and players need to be allowed to fail, otherwise you have killed all risk and, subsequently, all reward feels cheaper as a result.
I'm rambling. About /tg/ stuff on /v/, no less. Anyway, I hate it and think it's stupid and it has a smelly face.