Now, bad faith might be entirely unintentional. It's true. You can have perfectly well intentioned rulings on results that lead to MMI. It happens. Which means that MMI situations occur IN PLAY. They are not the consequences of playing this or that system. MMI is the consequence of dysfunctional play.
"Now, cancer might be entirely unintentional. It's true. You can have perfectly well-intentioned ingredients that lead to cancer. It happens. Which means cancer cells occur IN LIVING THINGS. They are not consequences of using this or that material. Cancer is the consequence of dysfunctional cell growth."
Just as one can speak of
carcinogens, materials which encourage or heighten the risk of cancer, one can speak of particular rules or systems which encourage or heighten the risk of MMI. That the actual dysfunction must only arise in the active event does not mean the impetus is totally shielded from criticism.
Look,
@pemerton, I'm sure you know these systems far better than I. Fair enough. But, are these completely refereeless systems? Is there a referee? If yes, then there is someone, at some point, who can determine outcomes. Even the player's narration of outcomes can be influenced by a referee simply by altering the input states. There are just so many ways that the referee, if they want to, can force MMI situations.
Is it harder in these systems? Maybe. I have no idea. I don't play those games and I'll take your word for it. But, it seems in this thread that people insist that an obviously negative term, MMI, is somehow neutral and it's not. It's always a negative term. And, in play, where MMI is found, not between the covers of a book, but in actual play, I find it extremely difficult to believe that it's impossible to devolve play into MMI.
Much of what you describe explicitly breaks the actual rules text, that is the text of moves, not just the principles or agendas. There are very explicit instructions on various things. E.g., with answers to
Discern Realities questions, I am
not allowed to speak falsely. If I as GM speak falsely in response to a
Discern Realities question, I have broken the rules of Dungeon World. By following the rules, I in fact do the very things needed to avoid MMI (open, honest, and forthright communication; recognition of player choice; conducting the triggered rules.)
Your description of AW above baffles me even more as to why MMI cannot exist in it.
I am unclear how. The player describes what their character does, and if that results in some kind of uncertainty, the rules are triggered, which then specify a response from the GM. Since
you have to do it to do it, the players must actually describe the thing they're doing, not merely invoke a rule by name. Further, since
if you do it, you do it, there is no adjudication about whether you are using
Discern Realities or not: any situation in which you fulfill the descriptive phrase for the move
is using the move, there is no gap between. In this case, "When you
closely study a situation or person, roll+WIS." etc. It is difficult to see how there could be ambiguity about whether a player has declared that they are closely studying a situation or person. Once the move has been triggered, the player follows its instructions, and the roll is visible to all; there is then a prescribed list of questions they may ask, and the DM is required to answer them truthfully.
For example, during our last session, a player carefully surveyed a ransacked kitchen, considering what food items had been left out, whether the kitchen looked like it had been in use before it was ransacked, whether anything had obviously been stolen or vandalized with intent, etc. That player got a partial success, so they were able to ask one question. IIRC, they chose, "What should I be on the lookout for?" I answered, "As you look over the various detritus and things present here, you realize that there isn't so much as a single scrap of paper here: no cookbooks, no recipes, no grocery lists, not so much as a single handwritten note or torn page. There are clearly spaces where cookbooks
could be kept, but no books present. That tells you pretty clearly that whatever books and papers were here were taken, and either they didn't know which specific thing they were looking for, or didn't care about hauling back everything to sort through later." This pushed play in new directions, and the players were able to take advantage of it near the end of session to resolve the Major Issues of the past few sessions.
What possible "mother may I" could be involved here? And this is not some weird special situation. This is the natural play loop of DW: the GM describes the situation and asks, "What do you do?" and the players respond with descriptions of what they do; if those descriptions match the explicit (usually bolded) trigger phrase for a move, then the move is triggered. Otherwise, it swings back to the GM, who answers questions and describes the new situation, and the pendulum keeps swinging until an action triggers a move. When a move is triggered, you do what it says.
Like, let's consider another move, one that doesn't show up as much in my game but which we've still used every now and then:
Spout Lore. This is, more or less, the equivalent of a "knowledge check." The text for
Spout Lore reads as follows:
When you consult your accumulated knowledge about something, roll+Int.
✴On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.
✴On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful.
The GM might ask you “How do you know this?” Tell them the truth, now.
Note the trigger phrase: the player cannot simply
Spout Lore about whatever they want, whenever they want. They must establish that they
have accumulated knowledge to consult. Now, that could be the result of referencing backstory, or spending a day doing research at the library, or being a motherflippin' Wizard, or whatever--but it must be established. Once it has been, and a situation occurs that actually involves a character considering what information they have learned about a topic, they follow the rules: roll+INT. Full success
requires that the GM tell you something (a) both interesting and useful, (b) about the subject, which is (c) relevant to your situation. Partial success removes only the "...and useful" bit of (a), all other parts remain. It then specifies that the GM might ask how you know, and you the player must answer truthfully.
How can one engage in MMI here? It strains credulity to think that "consult your accumulated knowledge" should be so difficult to identify such that the GM would refuse to recognize the action. When the move is triggered, it would require the GM to actively break the rule (by providing something not interesting or relevant, or if full success, something not useful) in order to have a gap between expectation and practice.