Old Fezziwig
Thanks for the sour persimmons, cousin.
The rules are clear that the PC involved in the DoW isn't subject to mind control and free to feel and think how they want. Based on that, my reading is that non-participant PCs also remain free to feel and think how they want but recognize who's won or lost the DoW and act accordingly. I don't think the suggested conflation of non-participant PCs and the audience is intended, and, as you're pointing out, leads to strange places.But according to the book, the audience will think the winner is not only correct, but awesome as well. That the winner has "struck on the truth while [their] opponent is mired in half-formed thought and naive delusion." And there's nothing in there that I can find that says PCs react differently.
I'm not sure where Crane said this, but my understanding is that the conflict rules (DoW, Fight!, Range and Cover) are intended to be used for any conflict, regardless of participants. My experience has been that winner-take-all conflicts are very rare in DoW because of the compromise rules, and it usually happens because of bad luck in scripting or rolling. (I suppose it could happen because of poor scripting, too, but that's harder to quantify.)Now, maybe Luke Crane really meant it when he said that the DoW rules aren't designed for PC vs. PC, winner takes all conflicts--they're designed for PC vs. PC (or PC. vs. NPC) in front of a neutral NPC audience--but he didn't lay down a hard-and-fast rule about it for some reason and kept the text vague by writing yeah, OK, you can use them that way, but they're really not meant to be used that way, pemerton is Doing It Wrong.
Maybe Luke never imagined anyone would would use them for PC. vs. PC (or PC vs. NPC) in front of a PC audience. In this case, I have to ask if he'd ever played an RPG before. So I'm pretty sure this isn't the case.
Maybe when combined with the idea that the DoW rules do force a PC to comply in letter, if not in spirit, to the winner's decision, in which case the PC audience is required to think the winner is correct, even if they don't have to be overjoyed about it.
I don't agree that the audience has to think the winner is correct, necessarily (cf., my conversation with @Lanefan regarding parliament and MPs handling the aftermath of the PCs losing a DoW), only that the winner has won the argument. A certain amount of them might think the winner is correct and in some cases that might be the point of the DoW (e.g., the Stakes are "I want to convince the people to rise up against Johann the Bad!"), but I think it's easy to imagine daylight between (a) thinking the winner is correct or right and (b) thinking the winner won, and, then, in both cases, comporting themselves accordingly.
I think your reading here isn't entirely charitable -- the reference to "the cat's meow" isn't rules text but an analogy aimed at clarifying his intentions in the section and that the DoW is not mind control. Maybe it's unsuccessful at doing so, but I think the next paragraph is more useful in sussing out how the rules are meant to be used: "though the Duel of Wits cannot make a character like or believe anything, it can force him to agree to something -- even if only for the time being" (BWGR 398). As I've pointed out above, I don't think conflating the PCs (participants or otherwise) with the DoW audience is useful or helpful for play.Or maybe the PC audience is, in fact, required to think the winner PC is awesome, "the cat's meow," to quote the book, and the loser PC is a dullard.
Yes, I saw this when you posted it previously. I'm not sure how it's instructive here, save that (1) it shows how we might do things diferently than BW, which, yes, of course, more than one way to handle this, and (2) you prefer this method to BW's methods, which is noted and appreciated. It strikes me as perfectly fine for MotW, and I'm sure it leads to good play, consonant with MotW's aims. (In case it wasn't apparent, I've neither played nor read MotW.) I believe the DoW rules do for BW, though I grant that BW may not be to taste.In my opinion, though, forcing a player to lose agency because of a die roll is a Bad Rule. As I mentioned about a thousand posts ago, in Monster of the Week, you can use the Manipulate Someone move on a PC, but the player still has a choice as to whether or not they're manipulated, and they get XP if they choose yes.
I don't see how we could forget. But I think that this is wrapped up in different definitions of and preferences for player agency and goals for play that are different enough that they may not be reconciled.(People keep forgetting that's the crux of my issues with pemerton here: so many of his examples are rules that take away from player agency and ability to choose their own character's thoughts and actions.)