I asked what else besides the PCs would the game revolve around. The PCs reaction to the world would be that. But the setting? How does the game revolve around the setting, except in how the PCs interact with the setting?
That's fine. But maybe allow others the same courtesy. Ultimately, your opinion that player contribution to world-building is somehow meaningless doesn't bother me... I may disagree, or think you're wrong or whatever, but it's your opinion and you're entitled to it.
So if someone thinks that heavy DM world building is meaningless... they're just as entitled to that opinion. Ultimately, what I'd like to see is these discussions shed of all the offense taking and pearl clutching that tends to happen.
I think this mistakes what it means to be a fan of the characters. It's not about soft-balling the challenges or adversity they'll face. I mean, think of fiction that you enjoy... characters who you are a fan of and the adversity they face. As a GM, I'm rooting for the characters because I care about them and their exploits, but that doesn't mean I'm going to take it easy on them.
Soft and hard moves are those made by a GM at certain points in the game. Generally, a GM can make a move when:
- the players look to them for what's next
- there's a lull in the action
- the players hand them a golden opportunity
- the dice call for a move
Then the difference between a soft move and a hard move is generally that a soft move sets something up, prompting action by a character, and a hard move follows through on something.
So a soft move might be "The orc snarls at you and raises his wicked looking axe... what do you do?" or "The guard cocks his head as if he may have heard something, and he walks over to the railing above you... what do you do?"
A hard move would then follow if in either of the above situations the player did nothing about the threat, or else they tried something and rolled poorly. So the hard moves would be "You try to stab the orc, but your position is wrong and the orc knocks your sword aside and then brings his axe down onto your shoulder, and you feel the crunch of metal and bone!" or "You press yourself against the wall in the shadows, but the guard sees you! Before you can do anything more, he cries out 'Intruder!' and then raises his crossbow, aiming it in your direction!"
Those are the basics. Moves are what you can do in the game, just as we'd use the term for many other games from Chess to Street Fighter. The players have moves that get triggered when their characters attempt something in the game. The GM has different moves that they can make in response to the players.