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One difference between the fail forward example cited by John Lynch 106, and those used by Jason in the GCP game, is the improvised nature of the failure.
In the blog post Lynch cites, the maid appears as a negative consequence of the player’s poor roll. The existence of the maid was either improvised by the GM, or was conditional on the negative roll of the player. If they had rolled positive, the maid would not have appeared at all.
In the game Jason ran, although the player framed the task as tracking down the hydra, the GM decided that what the roll actually signified was the amount of time it would take the player to find the hydra - a significant consequence due to the time crunch the players were in.
One of the critical differences to me between these two examples is how they are presented to the players, and the opportunities for decision making they allow the players. In the lock picking example from the blog, the players have no chance to alter their actions based on the existence of the maid - they can’t choose to find another way in to avoid her, or prepair to attack her should she notice them, as two examples, because she only exists as a consequence of a bad roll. I would argue that this takes away players power to influence the game world in favor of advancing the story. I can imagine why it might be necessary sometimes, but also recognize it is perhaps not an optimal solution to the problem of bogging the game down with a failed roll.
Tracking the hydra seems to be a bit different, because the players were already aware they were in a time crunch and could logically presume that tracking would take some amount of time if it was possible in the first place. The way the obstacle was presented already offered them some decision making points, and although the conflict with the time crunch was not outright identified, it was easy enough to assume and therefor allowed the players the opportunity to make decisions based around that consideration.
I would point out, however, that Jason did not reveal to the players that the survival check was an auto-success in terms of tracking down that hydra, and so (to me at least) it came off as slightly arbitrary in the same way the existence of the maid from the lockpicking obstacle would have been. If he had reframed the encounter from the beginning, I think that would have been much more smooth.