@pemerton said that the AW rules focus resolutions into three categories, which means that those rules don't cover action focusing into other categories than those three. They may have a rule that covers every action, but they don't have a rule for everything.
If there are 50 possible resolutions for an action, but the rule only covers 3 of them, even though the rule technically does cover that action, there still is no rule for the other 47 resolutions.
I don't understand what this means. And I wish people would stop saying that I said things that I didn't.
I said that AW has a rule to resolve every action declaration. This is true.
I don't know what 47 possible results of declared actions you think are precluded by AW's rules: given that on a 6- the GM can make as hard and direct a move as they like, it's not clear what examples you would have in mind.
I didn't say that AW focuses resolution into three categories (of what?). I did say that the rules "produce a certain sort of focus and play experience: the themes are scarcity, interpersonal conflict, and the ever-present threat of violence".
You and
@Oofta seem to have an a priori belief that no system can be more "universal" in its capacity to handle action resolution than 5e D&D. I think if you actually had a look at how some other systems handle action resolution so as to have a clear rule for how to resolve any declared action, you might find it interesting.
True to your name, you're being pedantic when I'm talking generalities. All games have rules and goals of play.
Call them moves, call them actions, call them kerfluggles, I don't care. One of the people at the table does something and there are rules about what the result is. Results can take many forms including a random factor like rolling a 7+.
Is the flow and reactions the same as D&D or any other D20 game? No. Of course not. But there has never been a TTRPG that explicitly tells you the result of everything every person at the table does or could possibly do.
I did not assert that AW tells you the result of every declared action. How could it?
What I said, and what is true, is that it has a rule for determining the result of every declared action. The actual result will follow from the application of the relevant rule. And it depends upon both elements of the fiction leading up to that moment of play,
and elements of what has happened at the table leading up to that moment of play.
Suppose someone tries to jump across a really wide crevasse. I think it's well-known that 5e D&D can handle this easily in some contexts - eg the character is under a Jump spell, or has a STR score that is numerically greater than the width of the crevasse in feet. I think it's also well-known that there are other contexts - like the character attempting an unaided running jump - where there is a wide difference of opinion over what the proper resolution method is.
One reason for this is - despite your dismissal of "kerfluggles" - 5e D&D
doesn't have a system of GM moves, nor a framework for making them.
This difference of AW compared to 5e D&D is part of how it is able to have a resolution procedure for any declared action.
It's systems aren't inherently better, it doesn't have any more answers than D&D, it just takes a different approach.
I didn't say it's
better. I said it's different. One of the difference is that, unlike 5e D&D, it has a resolution procedure for any declared action.
you claimed the game has rules for everything back in post 305. It can't. At least not defined rules to any significant level of granularity. I watched some PbtA intro to DW streams a while back, the game just has a different approach.
I don't know what you mean by "defined rules to any significant level of granularity". I've told you what the rules are. They tell everyone at the table whose job it is to say what happens next, in response to any action being declared, and they also establish the parameters that constraint what it is that can be said.
That seems granular enough to me - it tells us
who gets to speak, and it guides them in what they may or may not say.