I shared some Modos wisdom with another game designer today: there’s no excuse for failure. Not in the sense that people who fail are to blame. This is completely different: roleplaying games don’t need to include the concept of “failure.” Failure isn’t fun, and it’s not interesting. “You try, you fail.” Well, a player who hears that just wonders what he was wasting his time for. I’d much rather hear my GM ask me, “you got a Con. What happens?”
Let’s stick with this whole Con/Unfavorable thing instead of Failure, and see where it takes us.