Here's the Apocalypse World rulebook on
Sometimes, disclaim decision-making.
In order to play to find out what happens, you’ll need to pass decision-making off sometimes. Whenever something comes up that you’d prefer not to decide by personal whim and will, don’t. The game gives you four key tools you can use to disclaim responsibility: you can put it in your NPCs’ hands, you can put it in the players’ hands, you can create a countdown, or you can make it a stakes question.
Say that there’s an NPC whose life the players have come to care about, for instance, and you don’t feel right about just deciding
when and whether to kill her off:
You can (1) put it in your NPCs’ hands. Just ask yourself, in this circumstance, is Birdie really going to kill her? If the answer’s yes, she dies. If it’s no, she lives. Yes, this leaves the decision in your hands, but it gives you a way to make it with integrity.
You can (2) put it in the players’ hands. For instance, “Dou’s been shot, yeah, she’s shuddering and going into shock. What do you do?” If the character helps her, she lives; if the character doesn’t or can’t, she dies. You could even create a custom move for it, if you wanted, to serve the exact circumstances. See the moves snowball chapter, page 151, and the advanced f*****y chapter, page 267.
You can (3) create a countdown. See the countdown section in the fronts chapter, page 143. Just sketch a quick countdown clock. Mark 9:00 with “she gets hurt,” 12:00 with “she dies.” Tick it up every time she goes into danger, and jump to 9:00 if she’s in the line of fire. This leaves it in your hands, but gives you a considered and concrete plan, instead of leaving it to your whim.
Or you can (4) make it a stakes question. See the stakes section in the fronts chapter, page 145.“Will Dou live through all this?” Now you’ve promised yourself not to just answer it yourself, yes or no, she lives or she dies. Whenever it comes up, you must give the answer over to your NPCs, to the players’ characters, to the game’s moves, or to a countdown, no cheating.
Page 145 elaborates with:
when you write a question as a stake, you’re committing to not answer it yourself. You’re committing to let the game’s fiction’s own internal logic and causality, driven by the players’ characters, answer it.
So option 4 is really a way of formally recording a disclaiming of decision-making. But to actually make it work requires one of the other methods. Option 3 is, as it says, a way of leaving it to the MC but not the MC's whim. Option 2 means giving it to the players.
Option 1 is the interesting one, from the point of view of "sim => sense of causality":
this leaves the decision in your hands, but it gives you a way to make it with integrity.
What is
integrity here? "Just ask yourself, in this circumstance, is Birdie really going to kill her?" When I read this, I am pointed back in the same direction as by Fantasy For Real:
It's about character, not impersonal causation. And, in the end,
aesthetic intuition.