FrogReaver
The most respectful and polite poster ever
But if you're used to GMing ToH or similar and want to think about how you'd GM Apocalypse World, then thinking about the contrast between backstory and colour becomes a bit more important I think. For instance, if you've narrated the shed being on fire, and the player declares that their PC rushes into it to try and grab the water canisters that are still inside, that's Acting Under Fire, and the check has to be made. From pp 190-91:
When you do something under fire, or dig in to endure fire, roll+cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or stall: the MC can offer you a worse outcome, a hard bargain, or an ugly choice.You can read “under fire” to mean any kind of serious pressure at all. Call for this move whenever someone does something requiring unusual discipline, resolve, endurance or care. . . .On a 7–9, when it comes to the worse outcome, hard bargain, or ugly choice, you’ll need to look at the circumstances and find something fun. It should be easy to find something; if there weren’t things to go wrong, nobody’d be rolling dice. It can include suffering harm or making another move. However, remember that a 7–9 is a hit, not a miss; whatever you offer should be fundamentally a success, not fundamentally a failure.
If the player whose PC rushes into the burning shed rolls a 7-9 then obviously taking harm is one legitimate option (eg a hard bargain: It's HOT in there - if you really want to go through with it, you'll take 3-harm (ap)) but so would be something else if it seems to make sense (eg an ugly choice: As you rush towards the shed, you see the fire is spreading to your workspace garage - you can grab the water, or try and stop the spread, but not both; or a worse outcome: You grab the canisters, but the plastic has started to melt - that water is going to be a bit tainted if you drink it).
That reads somewhat differently to me.
1. The shed being on fire and the water canisters inside it are backstory elements. (They aren't just color as they drive the players action descriptions and future fictional descriptions about the scene. They also restrict what potential consequences are available - "something that makes sense with a burning shed and water canisters".
2. The player then has his PC interact with those backstory elements by rushing in to save the water canisters
3. The check and subsequent 'bargain' are just mechanics that work out whether the PC was successful and whatever consequences there are.
The only major difference between that and D&D play (of any kind) is the specific mechanics you are using to resolve success/failure/consequences.
I'm going to take you at your word that this is situation first play. However, it certainly reads to me that the backstory drove the players actions and the potential consequences of those actions. You say "it is not backstory that settles the resolution outcome" to justify it being situation first, but if all it takes for situation first is for backstory to not be the resolution mechanic then D&D (most any style) places a ton of focus on situation first play - albeit not only situation first play. But that seems to be at odds with the idea that D&D play is mostly backstory first.That's an example of the contrast between "backstory first" and "situation first". In the AW adjudication, the colour of the situation - that includes the fire - is being used to help establish consequences in accordance with the resolution processes, but it is not backstory that settles the resolution outcome (that the water is tainted, or that the fire inevitably spread, or that the PC inevitably suffers burns).
*Any skill check in D&D depends on the skill check mechanic and not on backstory to settle the resolution outcome.
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