Not quite. I said
nothing about them calling out any critics of Parley. I said that one common response among the Stonetop community involved having an adult-to-adult talk
with the players in question who may be trying to use Parley (vs. PCs) to fish for XP. I see nothing offensive about this approach, as
@Ovinomancer and hopefully others know, I'm a huge advocate of adults simply talking out game table issues responsibly, particularly if people may not be playing the game in good faith. In my experience, these are usually table issues that can be reasonably discussed rather than game issues.
That said, cheesing the game was already part of the prompt when you presumed scenarios wherein players may be trying to fish this move for XP.
I noticed it could be exploited. It is common in game design to count exploitable mechanics as undesirable. Therefore I offered the critique that it could be exploited.
Here is a blog post from Jeremy Strandberg on their Spouting Lore blog that discusses his thoughts on Parley in Dungeon World and how/why they made the changes they did for Stonetop/Homebrew World.
*
@Bill Zebub posted an out-of-date version of the move. It's still mostly the same, but it's now called "Persuade (vs. PCs)."
I skimmed it, but that blog gives helpful context. Is this the final version?
Parley (vs. PCs)
When you press or entice a PC and they resist, you can roll +CHA: on a 10+, both; on a 7-9, pick 1:
- They mark XP if they do what you want
- They must do what you want, or reveal how you could convince them to do so.
(+ several paragraphs of guidance and example)
You can see that I was responding only to the material presented in the OP. In response to my criticism, you might have said that the final version adds the context that I was calling for. Instead, you seemed to say that it wasn't necessary and escalated to denigrating my input. Let's set aside umbrage going forward, because on my side I rose to words that I found inflammatory in your post. And I feel sure it was neither of our intents to provoke the other.
There still seems to be a problem in the rule, and this is more in the way of a bug than an exploit. On 10+ I choose both, on 7-9 I choose one. But how is choosing one any worse than choosing both? Can't I just always choose - they do what I want and mark XP? Also it seems like I roll if the other PC resists, which seems worse to me than the version in the OP. The other PC can't just nope my move on them anymore, that could easily feel unpleasant in play. (Say yes, or let me roll and perhaps still force you to say yes.)
If it's not clear, have you ever once considered that this is not the entire write-up for the move in the (unpublished) book? Have you ever once considered asking for further clarification about this move, Stonetop, or Dungeon World?
Seeing as I understood the OP to be discussing an unfinished work, I asked if there were other other references for the move. Possibly you would have pointed me to them in your first response to me, had you read into my point as I intended that I was looking for further context, generally.
You weren't being called out. That is entirely in your own head. I didn't think that anything about the general responses I collected somehow called anyone out. These sort of comments (i.e., you're forgetting a rule, talk it out with the players, begin and end with the fiction) are perfectly reasonable considerations for any TTRPG discussion.
Nothing about what I wrote somehow warranted your needlessly hostile tone, declaring the game flawed, or insulting the designer. I'm not sure why you seemingly want to escalate this into a non-existent slight against you. I'm trying to help clarify matters, but that's not going to happen if your primary concern remains castigating the game (and the designer) for an imagined slight rather than understanding the rules with any shred of good faith.
I have a few conflicting feelings about this. I accept you didn't intend to write anything provocative. You might accept that I found it provocative, and that I did not intend to write anything hostile. I was aiming for objective criticism, but I accept that you found what I wrote to feel hostile.
That said, the proposed mitigations for the possibility of exploits in the blog seem problematic.
On a 6-, you might turn their move back on them and let the targeted player ask how they could get the Parleying playing to do something, or offer an opportunity to the targeted player. Or you could interrupt the conversation with some other move, like introducing a threat or changing the environment. Don’t presume actions or reactions from either player, and don’t tell them how they feel. If you’re stumped, query the table (particularly the targeted player) for ideas.
It's right to say, don't tell them how they feel, and consider querying the table, but bringing in something outside of it as your DM move is choosing a move that doesn't follow. Turning the tables would be perfect for a player-to-NPC interaction, but feels clunky to me for a player-to-player interaction. Imagine this move used multiple times: it's going to be problematic for some groups. Possibly the best way to use it will be as rarely as possible, which typically isn't what one aims for with a game mechanic.
I do think that you are mistaken for...
In the interest of moving forward, I will set aside most of your closing sentences. I was wrong in saying patent bug, I should have said it was an obvious exploit, as that would have been the more correct characterisation. The rule worked, but could be exploited. The new version is buggy, because it has a redundant state. Or you could say inelegant, perhaps that's better. I don't put that pejoratively: it's not a sweeping critique of Stonetop. And it is only a narrow critique of the designer.
Narrowly, the game designer hasn't hit the nail on the head with their Parley mechanic. From skimming their notes, it seems for most of its evolution Parley was for pressing NPCs. Perhaps coming out of dissatisfactions with DW Parley. Is it right that only later iterations brought in its use against PCs? When I read their examples (of PC-to-PC) it's not clear why the PCs can't just roleplay it out? Why impose a mechanic at all. What is the PC-to-PC problem we hope to solve with this solution?
To my evaluation, it is even now a piece of flawed game design. I like what is being attempted. I don't think that the attempt is yet successful.