Game Mechanics
From Gothpoodle
Philosophy
The idea is that failure should always be significant, it should complicate matters in an interesting way and so shouldn't be left to randomness. Instead, the GM decides when a character will fail or when there are negative consequences to actions as a way of driving the plot forward. Dealing with complications is what keeps things moving and will be the primary occupation of characters.
Resolution
Character are defined by a number of traits. If the players wants the character to do something and their traits indicate it is something they can do, they succeed unless the GM decides to introduce a complication.
A complication is just what it sounds like. It might prevent success, but it doesn't have to. It can merely be a consequence or a newly discovered aspect of a problem. It can also add a handicap to a character. This sort of complication can be player driven, with the player adding a handicap to his or her character in exchange for a Plot Point. An example would be a player introducing during a negotiation with an AI that his character doesn't trust digital lifeforms. She would add "Biochauvanist" as a Mind trait to her character, take a Plot Point, and the negotiations would break down as a complication.