Not sure I'll get to all of this in one go...
Interesting--though if you've been using both "player plays multiple PCs" and (to use your less-pejorative term) "Adventuring NPCs" (ANPCs) then I think you're really pretty close to playing the game as "intended." E.g. if there's a beefy Fighter ANPC, and the player is playing both a cunning sneak-Thief and a well-prepared Magic-User, and they occasionally hire the services of a local Cleric when they do delving they expect to be particularly dangerous, then you've basically just run the game as-is, just with the DM playing one character, the player playing two characters, and more or less the two of them splitting the responsibilities for the third. (That is, player giving orders and probably handling much of the ordinary interaction for the hireling, but DM presumably keeping tabs on whether the player has gone too far, upset them, or the like.) Hence, rebuilding the basic method of play, but both participants taking on significantly more responsibility than they normally would--a meaningful effort to "make it work."
Yep, that's pretty much what we do. One other odd thing that happens now and then is when she wants to have a conversation between her two characters I'll sometimes briefly take on the persona of one of them as a foil for the other to talk to.
More or less, I think we can agree that if both you and your wife had tried to play it completely unchanged--no multiple PCs, no ANPCs, no hireling coordination, etc.--that there probably would have been a lot of difficulties and the experience would have been less enjoyable for you than with the tweaks you've gone for, even if they are not as deep or complex as other tweaks could be.
Now here I can speak from the other side: as a player I've done some solo play with a one character "party" as a spy/saboteur behind enemy lines; and for a while it went pretty well and was quite enjoyable.
In hindsight, I should have stayed as a one-character party. After learning some useful things and causing some mayhem, I was directed by an underground resistance group to someone who could in theory help me. I found and linked up with that person (an NPC), and we ran together for a while until she turned on me - she was a double agent all along. So much for that.
Alright. My issue, then, is that the variance between "subsystems," to use a common albeit loose bit of jargon, can be absolutely wild, which makes the average rating across the entire system not particularly helpful. Doubly so if it's solely meant as a personal "eyeballing it" metric, since (as I'll discuss more below) a lot of that can depend on someone actually having rejected significant portions of one system (due to familiarity and comfort) while evaluating the absolute and thoroughgoing entirety of another. Such evaluations will then be really unhelpfully biased, since we kind of run into a Ship of Theseus problem of how much removal is "too much" vs "completely acceptable."
Doesn't matter, really, if you're only looking at the system at a particular point in time and as modified by a particular group.
Interesting--not a theory I'd heard before, but a solid one, I'll definitely be keeping that in mind gong forward. My only issue with this (at least thus far, since I'm splitting your thoughts here) is that this seems like a non sequitur. That is, for the purpose of this discussion only, I don't necessarily care why one thing got lots of mechanical detail and another got almost none. I only care that they got different levels of detail, and thus glossing over it as "it's on the low end for mechanics" seems unhelpful when several important parts, intended to be commonly used (even if people chose not to), were in fact extremely detailed and finicky.
Giving an average of "moderately finicky", I guess.
The point I'm getting at, I think, is that (and this will sound odd but bear with me) there's no need for rules when there's no need for rules.
By that I mean that if an element of play doesn't need to be abstracted in order to function at the table (e.g. social interaction, particularly between PCs) and thus doesn't need rules, then why go to the effort of creating rules for it?
I mean, realistically, the GM in Dungeon World (or any PbtA game) does know a good deal about what could happen. That's what prep is for; indeed (not to go too deep into DW stuff), that's explicitly how Fronts are constructed. TL;DR, avoiding DW jargon: for both campaigns as a whole and for sessions (usually 1-3 at a time), you're supposed to come up with dangerous/threatening things, a Really Bad Thing that will happen if a given danger/threat isn't prevented/stopped/forestalled/etc., and various alerting events (signs, symbols, calamities, etc.) that will happen before the Really Bad Thing unless it's prevented/etc. (In jargon terms, every Front has 2-3 Dangers, each Danger has an Impending Doom, and every Impending Doom has 1-3 Grim Portents if it's an adventure Front, or 3-5 Grim Portents if it's a campaign front. Examples are given for what Dangers, Impending Dooms, and Grim Portents can be like, but it's best to come up with your own.)
This way, you reap the best of both worlds: as play advances, new Fronts may emerge (again, the analogy of "Fighting on multiple fronts" really does apply extremely well here), whether because of player choices or simply because they make sense to become real threats; and yet at the same time, there's still a sense of the world existing, as there are real threats that the GM knows will be a problem...unless those meddling heroes get their noses all up into it. Improvisation and recognition of the players pushing the story forward is central, but there are still known things.
After all, you can't "draw maps, leave blanks" if there isn't enough world to draw maps about, y'know? It just means that there's the known stuff, and yet also ʜɪᴄ ꜱᴜɴᴛ ᴅʀᴀᴄᴏɴᴇꜱ. Likewise, you can't "think offscreen too" if there's nothing that ever happens unless it's on the proverbial screen.
Which all sounds good, but seems to run aground on the concept of "no myth" which I understand some of these games promote; as from what I understand in no-myth there is no offscreen or maps or anything else.
Well, that's sort of the thing. You don't! You (as GM) know what would happen if the PCs just up and disappeared one day--and that it would (generally) be pretty bad.*
Obviously you'll never cover all the bases, but having in mind what comes after the most likely next moves is a good start.
Sure. This is why class design is challenging. Generally, you avoid this by not doing what beans, potatoes, and rice do--namely, each of them covers lots of things and is only really deficient in one or two areas. (Ironically, in this sense, potatoes are actually mostly worse than other staple products, being weak but not quite deficient in three different amino acids, as opposed to genuinely deficient in just one, so you still have to pair them with something else--sometimes two things!)
Instead, with class design, you make it so each class only brings (by default) a small set. If there are ten things that every adventuring party should really be doing, then no class should bring more than (say) three of them. Even if a character expends resources in order to get better at more things, they should never cover more than about half--and the opportunity cost of their choice is that they don't become absolute masters of whatever they started out being good at. For this purely "positive" design, opportunity cost is the primary drive.
Yeah, I agree here. With the beans-and-rice analogy we only had two classes, each good at one thing out of two and bad at the other. Obviously, there'll be both more classes and more things to be better/worse at in a typical game system.
Alright, but this would seem to be conceding the core point: there are broad swathes of game design, at least as far as D&D-like games are concerned, where it would be genuinely impossible to think of designing those things in an exclusively "absolutely every single beneficial thing MUST be matched with a detrimental thing." Instead, you can have differential access to abilities, such that Class A starts off with abilities 1 and 2, class B starts off with 3 and 4, class C with 5 and 6, etc. Then other classes can mix things up, bringing 1 and 6 or 2 and 4 or whatever. And as characters grow, they can become 1++++ and 2, or 1++ and 2++, or 1++ and 2+ and pick up 3, etc. Again, these things are purely "positive" in the technical sense that they only add more things, but because you're limited in how much you can add, you can't get everything.
If each class, balanced against each other, starts out with zero '+' add-ons and at every second level-up accrues one '+', then provided the different things that represent a '+' are vaguely balanced against each other it remains a balanced system.
But if someone has an idea to give a particular class an extra '+' right at the start, then either that class also needs to pick up a '-' to cancel it out or you've got a balance issue. And if fixing the imbalance means giving all the other classes an extra '+' as well, then you've got a power creep issue.
Personally, I'm more concerned about power creep than balance.
One could extend a classic phrase: It is not just that "no man is an island," it's also that no man is a continent either. Even if you manage to claim another nearby island, it's never going to be enough on its own. You need your allies. There can never be a "potato class" as you've described, because you don't make classes that do "everything bean-class does, and also three other things."
Ideally, this is true. In practice, there seems to be an awful lot of time spent on making characters who can do everything, at least to a point; and niche protection gets further eroded with every new release.
*In my home game, a black dragon would take over the city; an assassin-cult would finish its civil war with the "yes we really do just want to murder when we like" faction winning and making a major decapitating strike against the main religious authorities that have spurned them; a cult, semi-unknowingly worshiping an elder orb beholder, would do horrendous damage to the planet in order to allow said elder orb to escape to the cosmos beyond; and a heretical sect of death-worshipping druids would begin transforming the region into a fetid swamp where their mushroom-hive-mind could live forever and become incredibly powerful.
Sounds like your PCs have a lot on their plate.
If they have stupendous amounts of money they might consider contracting that assassin-cult to wipe out the death-druids and hope for mutual annihilation (or the PCs just mop up what's left of the winner). That leaves them with the black dragon and the elder-orb cult. No problem. Right?
