As an aside, it is interesting to not want to engage with the necessary nuance I'm speaking to. The ability for someone to be dissuaded from something by another person's unshakeable bravery isn't something you can capture with such abstracted mechanics, at least not without a much more robust set of Moves that can better mirror a real interaction rather than a set of narrative beats.
I could easily see Moves that trigger off of Player actions that could provide for these dynamics, and it'd make for a more detailed and nuanced depiction of a scene that can be greater than the sum of its parts.
But at that point we may as well just design the game to be closer to the real thing, and trust that the story will emerge from playing, rather than trying to force it.
I could easily see Moves that trigger off of Player actions that could provide for these dynamics, and it'd make for a more detailed and nuanced depiction of a scene that can be greater than the sum of its parts.
But at that point we may as well just design the game to be closer to the real thing, and trust that the story will emerge from playing, rather than trying to force it.