The inference I'm drawing from the above is either (a) you haven't read Apocalypse World or (b) you're not putting together the integrated aspects of system (agenda + principles + resolution mechanics) that create the dynamic of aggressive protagonist (players) vs aggressive antagonism/obstacles (GM)?
I'm drawing all my inferences about AW from this thread. Because I haven't read AW I'll stay neutral on the edginess or not of its prose style.
Play to find out what happens
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Ummm... I can only assume this means that one* should put forward plot points based on what has come before in previous scenes/acts/episodes/story arcs. As opposed to simply sticking to some pre-planned series of events. Now basing next events on previous events is great and I'm all for that. But this is the intermediate level of RPGs.
*whoever puts forward the plot ideas, which I gather can be players & GMs
fill their lives with danger (provacative framing that demands action and orbits around player-flagged PC dramatic needs and
Well... this really does sound like basic RPG. Whether its dungeon crawling or seducing your way thru a Vampire LARP. Yeah, in a dungeon crawl the dramatic needs are "moar monsters/loot/XP" rather than the high melodrama of Vampire but who's to say one is better than the other?
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how this is done (ask questions and use the answers + Fronts + soft moves to provoke/portend + hard moves if there is no or insufficient uptake/response to the provocation/foretold danger + snowballing move resolution structure and maths + actual danger/cost/consequence to every move made or not made)
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The GM asking "what do you do?" and then resolving the proposed situation with game mechanics is, again, basic RPG. As is deciding consequences for the failure/success of those actions.
deeply thematic basic moves and playbooks and reward cycles/xp triggers
Sounds to me like specific game mechanics intended to give a particular feel to the game. Seriously - what, apart from "genre feel," is the difference between a player in a DnD game saying "my bard is gonna seduce that barman with the great buns" or "my hard holder is gonna put a soft sex move on that barman with the great buns?"
The game has teeth at every turn. It will bite you if you don't respond. It will bite you when you do respond. As a GM, your job is to bite in a way the players have signaled is interesting and keep biting. As a system, its job is to help the GM bark, then bite, and deftly manage their cognitive workload as they continuously bark and bite and be surprised at what shape play takes as teeth meet flesh. As a player, your job is to signal your interests (continuously), decide where/how to take the bites, how you deal once bitten, bite the hell back, and how/if your character can withstand this both-ways nom-fest.
This is good GMing advice. It can be applied to any game. And I think it's great that AW (and other games) put all this advice front and centre. But it's still there in (almost?) all other RPGs. It may not be said explicitly, turning up the heat may take different forms in different games, but it's there.
I'll say again - I'm glad that AW and other games put this sort of advice front and centre, AND have mechanics to back it up. I'm firmly of the belief that having rules for X in a gamebook leads to more X in the actual play. And when I like the X, as I like all the things mentioned above, then viva la apocalypse.
I don't know if that is written too "edge-lordy" or whatever, but that is pretty much the gist. The system has enormous say on how this whole thing churns.
Okay, look, I said I was gonna stay neutral on the cringiness of the writing of AW. But a "soft sex move?" That's just pushing rope.