I am having trouble understanding the specifics of failure Dungeon World. According to the rules, a GM should "make a move" against players when they fail, and that's alright, I get that.
What I don't get is how a GM is supposed to advance the plot by doing so. Let's take an example:
Rick the Fighter is climbing a massive chain that serves to hold down the wizards tower, preventing it from drifting off. He makes the move Defy Danger, to avoid slipping of, since it's raining hard, and the chain is slippery with algae and moss. He rolls and get a score of 5, meaning he fails.
In the above situation, he fails climbing the chain, so the GM should make a move. I have a hard time seeing what move would advance the story here, since I feel that the failure would imply that he doesn't get to the tower.
Is this one of those situations, where you just skip making a roll, and just let the players climb the chain, or does anyone have any idea how to handle the move, so that the story is advanced somehow?
I just want to be able to give the players some dangers that aren't traps and monsters, and I thought that a flying wizards tower was cool. I'm having a hard time seeing how I can advance the story on a failure in this situation.
EDIT: Due to the first answer, let me elaborate on the problem. I will not say that it's wrong to make the players succeed with some "cost", even on a failed roll, it just makes true "failure" impossible. That's my beef about it. The players will eventually succeed at anything that doesn't outright kill them.