There is no 'setting' in AW, it's a purely Zero Myth game, beyond identifying a genre (post apocalypse). Player's choices of play book will then establish some constraints on the fiction. If there's a Hard Holder, then a hold exists (a refuge or base of some kind) etc. Normally at that point, the start of play, the MC should ask questions aimed at establishing a fictional basis for a scene to frame. Presumably this will produce some sort of fiction about the character's situation, threats, etc.
Going forward the MC does own the threat map and NPCs, and may establish custom moves, possibly describe work that the PCs can find, etc. All of this is supposed to be directly responsive to player input and liberal use of asking questions.
Overall I would not describe the milieu as a setting that can be owned.
I agree that the setting isn't "owned" by any single participant.
While the game starts as "no myth", part of the point of the first session is to establish shared backstory. As you know, this is not a process of one-way transmission from GM to player.
Here is some of what Harper says about
"crossing the line":
Sometimes, the players say things that get very close to the line. Usually this happens when the MC asks a leading question.
MC: "Nero, what do the slave traders use for barter?"
Player: "Oh man, those [foul people]? They use human ears."
That's a case of the player authoring part of the world outside their character, however -- and this is critical -- they do it from within their character's experience and frame of reference. When Nero answers that question, he's telling something he knows about the world.
Compare that exchange with this one, which is crossing the line:
MC: "Okay, Nero, so you get the box of barter away from the slave traders and haul into the back of the truck."
Player: "Cool. I open it up."
MC: "Okay. What do you see when you open it?"
Player: "Um... uh, a bunch of severed fingers?"
See the difference? In the first case, the MC is addressing the character and asking about some knowledge he has. In the second case, the MC is fully turning over authorship of the world in-the-moment to the player, which is not part of the player role in AW.
The first example shows how, in actual play, establishing the setting is shared. As I posted in reply to
@JConstantine, I don't know of any "trad" PRG that talks about or advocates the use of this sort of technique.
Here's another pair of examples Harper gives, of custom moves - the first crosses the line, the second doesn't:
When you try to deal with the rat-men, roll+hot. On a 10+, they'll listen to what you have to say. On a 7-9, they'll listen, but choose 1:
- they're drug-crazed and seeing visions
- they're arming up for war on the tunnelers
- they're starving for blood and demand some right now
See how that move asks the player to author the game world in-the-moment? There's no opportunity for another player to have any say. The player says what they do, then rolls the dice, then says what the NPCs do, then says what he does about it. Not only is this crossing the line into the MC's arena of authorship, it's also a huge bore for everyone else. . . .
Here's another way to do it, with the player still choosing, without crossing the line:
When you try to deal with the rat-men, roll+hot. On a 10+, they'll listen to what you have to say. On a 7-9, they'll listen if you prove yourself. Choose 1:
- you consume their vile drug and have visions with them
- you give them some intel on their enemies
- you let them taste your blood (1-harm ap)
Similar choices, but all written as actions the character takes.
What about the runes example? It doesn't ask the player to make a stipulation about the runes as such (and so is, in this respect, unlike the box example, or the first rat-men example). Unlike the second rat-men example, it is looser in the fiction that is already established: whereas the second rat-men example tells us a lot about the rat-men, all that is known in the runes example is that there are Strange Runes on the wall.
So is it like the ears example? Unlike that one, it involves a roll. And that roll is informed by (i) the GM's narration of the Scene Distinction (Strange Runes), and (ii) by elements on the PC sheet, some of which are pretty different from a DW or D&D PC sheet. Here it is:
Does this character know about dungeon runes? Either in general, or what these particular runes are likely to say? He's a Solitary Traveller, and a Cunning Expert. In a game that is deliberately playing on classic D&D tropes, Cunning includes the thief's traditional ability to deal with traps and read strange writings. As per the MHRP rules (p OM96),
Experts are a cut above the rest, having had extensive experience and practice using skills in this field. If you’re an Expert, you know the theory and application of the skill set, probably have contacts in the field of study, and can recognize others with this level of training just by observation.
Just as the AW player gets to express their character's familiarity with the slave traders - they use human ears for barter - so the Cortex+ Heroic Fantasy player gets to express his character's familiarity with the sorts of strange runes that are found in dungeons inhabited by (inter alia) Crypt Things.
It's not identical - MHRP/Cortex+ Heroic and AW are different games, that use different techniques for PC build, for framing, for declaring actions, and for resolving those declared actions. But taking the AW notion of "crossing the line" and just declaring that the runes example does so is (in my view) too simplistic.