Pedantic
Legend
This is the thing that always rubs me wrong about these systems right here. The construction of a hard or soft move as the means of introducing a conflict and giving the PCs something to do is intuitive and makes sense here. I can see the value in introducing either one of those two scenarios, "go frame someone" or "go become infamous" as interesting problems/scenarios that PCs want to engage with. What I find baffling is that the system makes the resolution of all gameplay into yet more such moves, when I mostly feel like I'm done with that now, and ready to go see how resolving the situation turns out. I find myself wishing there was some other system that was used after a conflict was introduced, where I could do the standard game thing (minimize bad outcomes, maximize positive ones, determine the most efficient/safest/highest reward play to get to whatever goal we just established), but the loop just keeps iterating instead, which feels exhausting and unrewarding.The game Root has good examples of how any particular GM move could be either hard or soft. For one of them, "Make them an offer to get their way," the example soft move is for the mayor to say "I'm going to need a scapegoat; go plant this evidence on the captain of the guard. Then I can help you," while the hard move is for the mayor to say "I'm going to need a scapegoat and it's going to have to be you; nobody else will work for this. Go cause some problems and make sure that you're seen doing it. Then I can help you." In this case, there isn't an instant consequence for the players after the hard move is used, but if they want to get their way, then there will be danger aimed directly at them. With the soft move, the players will be slightly inconvenienced, since they have to do a thing before they get what they want, but they will be in very minimal danger--it would be easy for them to sneak into the captain's house when they're away, plant the evidence, and sneak away, nobody the wiser. With the hard move, no matter what they do, they have to be in harm's way and very likely will get hurt in the process.
There might be a design there that moves that kind of generation up and back one level, less targeted at each specific fictional declaration and more targeted at providing a GM with "and here's how to hook them next" that would prove a more comfortable synthesis of those principles into something like D&D. I think the problem still comes down to treating the core idea, "there is no fictional world, just authority to say what comes next in the fiction" as too fundamental. If you started with the premise of exploring a consistent fictional setting as a given (ignoring for a moment any imperfection in how such a thing is achieved) and then treated this as a system to keep play moving on top of that, you might get somewhere. Downgrade it from a series of moves rolled out each time the GM does something, to a tool that's invoked at specific points in time to create new problems, before dropping back to task resolution.
The problem is that this is inimical to the portraying a consistent setting. "Nothing" literally can't happen, time always passes. The real thing that's occurring is "nothing important (or noticeable) to the players happens," which is a reasonable but inefficient outcome. I think there's better solutions than simply not doing thing at all, so that you're not messing with which actions are available to the players. I'd push for a robust defaulting system, so that you don't actually have to roll most of the time, you're just expending time in different increments and if those don't matter, then they don't matter and you get the highest result.Here we disagree. Rolling where "no change" is one of the outcomes means that there's a good chance that time--both the time spent dealing with the obstacle and the time spent making the obstacle--was wasted. We only get to play for about two hours each week; I don't want to waste it on rolls that don't mean anything.