I plussed, but with a caveat about “The cool thing about Vincent’s observation about unwanted outcomes is that it turns conflict resolution on its head.”

Conflict resolution was ALWAYS about that. Giving players what they wanted, whatever they rolled, was instead the “appeal” of task resolution and story-before: the GM already decided that you had to find a clue, you would find it, whatever you rolled. Conflict resolution was a reaction to that: REAL rolls, with REAL failures, that the GM could not gloss over.

Conflict resolution is about success or failure, period. If your game doesn’t have the chance of failure it isn’t conflict resolution and it never was.