Not that it's particularly important, but there is one case where intent definitely matters in Apocalypse World. If I put a gun in your face with the intention to actually murder you if you do not do what I say it's go aggro. If I have no intention of actually pulling the trigger than it's seduce or manipulate.
True!
Right, the mapping from intent to move is up to the player. Right?
Subject to
@Campbell's point that I've quoted, if the player has their PC do something that triggers a move then
they're making that move.
From p 12:
The particular things that make these rules kick in are called moves.
All of the character playbooks list the same set of basic moves, plus each playbook lists special moves for just that character. Your fronts might list special moves too. When a player says that her character does something listed as a move, that’s when she rolls, and that’s the only time she does.
The rule for moves is to do it, do it. In order for it to be a move and for the player to roll dice, the character has to do something that counts as that move; and whenever the character does something that counts as a move, it’s the move and the player rolls dice.
Usually it’s unambiguous: “dammit, I guess I crawl out there. I try to keep my head down. I’m doing it under fire?” “Yep.” But there are two ways they sometimes don’t line up, and it’s your job as MC to deal with them.
First is when a player says only that her character makes a move, without having her character actually take any such action. For instance: “I go aggro on him.” Your answer then should be “cool, what do you do?” “I seize the radio by force.” “Cool, what do you do?” “I try to seduce him.” “Cool, what do you do?”
Second is when a player has her character take action that counts as a move, but doesn’t realize it, or doesn’t intend it to be a move. For instance: “I shove him out of my way.” Your answer then should be “cool, you’re going aggro?” “I pout. ‘Well if you really don’t like me…’” “Cool, you’re trying to manipulate him?” “I squeeze way back between the tractor and the wall so they don’t see me.” “Cool, you’re acting under fire?”
You don’t ask in order to give the player a chance to decline to roll, you ask in order to give the player a chance to revise her character’s action if she really didn’t mean to make the move. “Cool, you’re going aggro?” Legit: “oh! No, no, if he’s really blocking the door, whatever, I’ll go the other way.” Not legit: “well no, I’m just shoving him out of my way, I don’t want to roll for it.” The rule for moves is if you do it, you do it, so make with the dice.
So the player's intent isn't really a factor (again, subject to the go aggro vs seduce/manipulate distinction). It's what their PC does.
This is why the design of moves is so fundamental in a PbtA game: by choosing to make things moves, you're making those the fulcrum on which stakes turn. Because otherwise, if no move is triggered by an action declaration, here's how it works (from pp 116-7):
Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things [ie a MC move] and say it. . . . Then, “what do you do?” . . .
Remember the principles. Remember to address yourself to the characters, remember to misdirect, and remember to never speak your move’s name. Say what happens to the characters as though it were their world that’s the real one.
Here are guidelines for choosing your moves:
Always choose a move that can follow logically from what’s going on in the game’s fiction. It doesn’t have to be the only one, or the most likely, but it does have to make at least some kind of sense.
Generally, limit yourself to a move that’ll (a) set you up for a future harder move, and (b) give the players’ characters some opportunity to act and react. A start to the action, not its conclusion.
However, when a player’s character hands you the perfect opportunity on a golden plate, make as hard and direct a move as you like. It’s not the meaner the better, although mean is often good. Best is: make it irrevocable.
When a player’s character makes a move and the player misses the roll, that’s the cleanest and clearest example there is of an opportunity on a plate. When you’ve been setting something up and it comes together without interference, that counts as an opportunity on a plate too.
But again, unless a player’s character has handed you the opportunity, limit yourself to a move that sets up future moves, your own and the players’ characters’.
At least as I read it, there's no "say 'yes' or roll the dice" in AW. (And given that Baker wrote that into DitV, which is where BW takes it from, with acknowledgements, I think he would have written it into AW if he intended it to be part of the game.) So if I'm looking for my friend who I think is in trouble on the other side of the ravine, and I declare as my action that I jump my bike over the ravine, then - assuming I'm not under fire - the GM can't call for a roll. They just make a move - if they'd already made a soft move ("It's a wide ravine") then they can make a hard move, cause I've handed it to them on a plate ("You almost make it, but . . ."); otherwise a soft move ("You make it across, but when you land on the other side a sound comes from the rear axle that doesn't sound good . . . what do you do?").
Whereas in BW, jumping the ravine (probably on a horse rather than a bike) would be exactly the time to call for a check rather than saying "yes", because it feeds directly into the stakes of
will I get to my friend on time.
This is also why custom moves - for particular threats be they NPCs, or places, or whatever - are so important in AW, because this is how the game reflects the emergence of particular stakes in the particular play of the game. In that way, custom moves are completely different in function from D&D-ish or RM-ish "house rules" intended to make the game work more smoothly or to improve the quality of a simulation.