deleuzian_kernel
Adventurer
Um, no. This is all kinds of turned around. I'm not at all clear how it's determined that your assurance isn't sufficient (this seems like the exact kind of blocking move by the GM I'm talking about) but you're explicitly talking about the fallout of a 7-9 move but putting in an action declaration between the resolution of that 7-9 (you failed to deal with the soft move, so a hard move should follow) and the situation.
My friend, that was meant to summarize a situation. Grant me that the assurance isn't enough. Let's see:
When you give Dremmer said assurance, you look at me, The MC, to see if you've convinced Dremmer: I get to make a move. My move is Put someone in a spot. I call you out on what you did to Marie (whatever that is) and tell you that I think loyalty means nothing to you and I still don't believe you. I'm still willing to wait for another kind of assurance, though. However you quickly give up and let it go: maybe what I said about Marie DOES in fact put you in your place and make you realize you kind of were disloyal back then, so you decide to just bail with "'Well, I guess you'll have to take my word'. I leave and head back to the sanctuary."
You are right in that your inability to deal with the 7-9 thens open me for a hard move. The conversation is messy though, it is not neatly sequenced sometimes, yet it's coherent and organized, and it's definitely not meant to go "Ok, I decide I don't want to give further assurance to Dremmer. Does he do anything to stop me before I leave?" F$%k no! I also don't say "Wait, before you leave this is what the result of your inability to provide assurance entails." Make your move, but misdirect.
You gave me "I head back to the sanctuary", I give you "In whose car?"
The door cannot be locked just because the GM has a note they haven't revealed. The door can only be locked if it's framed in as part of the situation and has stakes, or if it's part of another move that has a payoff consequence that the GM chooses to be the door being locked. Like an act under fire to scamper to safety through the door at the end of the room going to a 7-9 and the GM saying that you get to the door, but it's locked, and now you're in the open and the badguys are drawing down on you. Bad spot, hard to get out of, what do you do. There's no point in play of AW where the GM has the authority to just declare a thing blocks your action after you've declared it.
We agree that the door should never be "locked" because of the GM's secret plans. Where we disagree is that the door NEEDS to be pronounced explicitly locked for the GM to affirm it is, in fact, locked once a PC says "I open the door." Also very different from the GM saying it wasn't before but now it is (that would be really bad).
You say The door can only be locked if it's framed in as part of the situation and has stakes, and to this, I say YES, but not every element of the situation gets to be framed explicitly, that would be a waste of everyone's time. Moreover, Apocalypse World is built around a model of implicit conflict where, from the get-go, every situation is potentially filled with lots of uncertain interests and conflicts. This is why Vincent and Meguey did not go at length to define a "scene framing" protocol for his game. Scene framing happens organically through the snowballing of moves and the participation in the conversation.
What you seem to confuse above is the GM asking questions and using answers, which is a different thing from action declaration. When the GM is asking questions, it can absolutely be used to determine the lead in to a new situation, which is what the example you present is doing. The player isn't declaring an action to go to their car in the face of a threat or situation, it's a stakeless action -- we're out of the normal loop already.
I think this comes from an imperfect understanding of AW model of implicit conflict. Scenes are not start points and end points of the interesting conflict this game is about. Play doesn't stop and wait for us to reframe into a new situation where we can once again make moves. AW "normal loop" is its main situational loop: the conversation.
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