Manbearcat
Legend
As I have noted before, some of your interpretation of PbtA seems to contradict what is actually written in the AW2E book. And that's fine. There is obviously a lot of room within the style. If I seem impatient it is just that your way just confuses me and takes me back to previous feelings that I just don't "get" PbtA games.
But let's leave that aside for a moment since it is more about the earlier prep conversation and less about the actual subject I wanted to talk about, which is GM moves. As I said, there seem to be a lot of them and a lot of categories of them in AW2E -- more than other games also considered more "pure" PbtA games like MotW, Masks and Thirsty Sword Lesbians (as opposed to Dungeon World, which seems to be considered an offshoot a little farther away from the core concepts).
With all these moves in AW2E, should a beginning GM focus on a few of them? I get that you are supposed to follow the principals of play to decide which ones to use in response to a 6- or threat or whatever, but are their "core" moves you want to lean on while learning the game and style?
I would say that you might still be looking at GM moves in a way that is a little bit 'off."
These are inspirational pithy words that focus your decision-space as a GM. They're not 1:1 things that happen in the fiction all the time. You still have to map them onto the fiction.
The best way for you to think about GM moves is as I wrote above in that Core Loop post.
Soft moves - provocative framing...threats that will "go boom" without player intercession.
Hard moves - The "go boom" above.
Or just look at Threat Moves as sub-headings for all of the Basic GM Moves. For instance:
AFFLICTION - Display the contents of its heart.
Let's say this AFFLICTION is an actual person and not a disease. Let's say its a Mutant with the Impulse: craves restitution, recompense.
Display the contents of its heart could be a hard move as a result of a 6- move by a player:
* Inflict harm - "The creature tears open its breastbone exposing its gunk-spewing ventricle and you're covered in the sizzling gore. Take x harm."
Display the contents of its heart could be a soft move that is provocative framing pulled from its Impulse:
* Offer an opportunity with or without cost - "The shambling is on its knees in the blasted badlands...rummaging through its collection of stuff...there is an urgency there...there might even be a tear welling up in its lone good eye...its looking for something...lost or taken who knows. Its head cranes your way like a mutated sad puppy pleading for help. it turns back to rummage as sizzling acidic saliva pours from its agape mouth onto the stuff its rummaging through."
As to Dungeon World...I fundamentally do not agree with either the premise that Dungeon World is deviant from Apocalypse World nor that it hews OSR in its actual play (like veneer-wise at a glance...ok...maybe?). I'll spoil this because its an aside.
In fact, I would go so far as to say that Dungeon World is damn near the most completely ripped out of the pages of Apocalypse World as any PBtA game is (certainly amongst the ones you mentioned). I mean...its basically ripped almost word for word, structure for structure. Undertake a Perilous Journey and Carouse in DW is pulled directly from Custom Moves in AW. Impulses are Instincts. Front moves are Threat moves etc etc.
The only difference between the two games is:
Dungeon World is not an OSR game. Its not a logistical dungeon crawl. It takes BW's xp on a miss + Nixon's Shadow's of Yesterday's keys (Alignment as Oaths) and turns AW's Hx into more codified relationship tropes via Bonds. Then it focuses on the setting emerging ("Setting as Character" that we build through play) and basic D&D tropes of Monsters & Treasure.
Because of this, Dungeon World is basically a playbook/alignment/bond-contingent game that drifts towards Nixon's Shadow of Yesterday or Crane's Burning Wheel or in fullfilling the (unfulfilled) aspirations of Moldvay's Foreword (because Moldvay D&D is pawn stance dungeon crawling and not what the foreword says).
The only difference between the two games is:
- Genre
- Premise and how advancement/genre (and therefore focus of play) intersects with that
- HP instead of Harm
- The thematic potency of AW's stats vs DW's D&D derivatives (Cool vs Charisma)
- The intimacy and brutality of Hx vs the tropeyness of Bonds
Dungeon World is not an OSR game. Its not a logistical dungeon crawl. It takes BW's xp on a miss + Nixon's Shadow's of Yesterday's keys (Alignment as Oaths) and turns AW's Hx into more codified relationship tropes via Bonds. Then it focuses on the setting emerging ("Setting as Character" that we build through play) and basic D&D tropes of Monsters & Treasure.
Because of this, Dungeon World is basically a playbook/alignment/bond-contingent game that drifts towards Nixon's Shadow of Yesterday or Crane's Burning Wheel or in fullfilling the (unfulfilled) aspirations of Moldvay's Foreword (because Moldvay D&D is pawn stance dungeon crawling and not what the foreword says).