Yes, the play of MHRP/Cortex+ Fantasy that I described would be characterised by
@AbdulAlhazred as narrativist play. It is pretty light narrativism in thematic terms, but I suspect comparable in that respect to some of AbdulAlhazred's Dungeon World play.
But I have no idea how you think that what I described in some way contradicts this from AbdulAlhazred:
The play I described did not involve a "competitive skill-test model of play". There was no "subversion of opposition by some meta-channel". The player did not petition anyone. They played their character in the situation - which is what AbdulAlhazred calls "exploring the nature of my character and/or some other elements of the fiction that form the premise". In particular, the player chose to have their character pursue the expedient option of
escape. This theme of expedience emerged again, when the same player had the same character escape from the dungeon with Dark Elves' gold which he stole, while the other PCs were slogging it out with the Dark Elves and then had a long trudge back to the surface without their scout/guide.
That is player-driven rising action across a moral line - narrativist play - although as I said the thematic content is pretty light.
I also have no idea how you think that the play that I described in some way contradicts this from
@Campbell:
What Campbell is calling for here is that the player advocate for the character and not something external to the character. In the episode of play that I described, the intent was the character's diegetic intent - ie to read the runes with the hope that they would show a way out. The player was not expressing a hope for the scene that was independent of their PC's intent.
Who?
That is, who in this thread do you see using failure narration to push the focus of play away from the player's concerns for their PCs?
I mean, I've just shown that you have drastically misread both AbdulAlhazred and Campbell. Your misreading appears to have two causes: (1) you are looking for "gotchas", and are trying to find them by reading casual forum posts as if they were technical instructional or legislative texts (eg @Cambpell's point would be a bit clearer if it read "in games were intent is meaningful, I expect two things. That the intention is the character's diegetic intent and not
merely the player's hope for the scene"); (2) you seem to be not actually grasping what motivates and drives "narrativist" RPGing.
In relation to (2), it is very striking to me that it seems not to have occurred to you (or other posters criticising this episode of play) that there are
other things that the player could have put at stake in reading the runes, and that the choice to try and find a way out
crosses a moral line. More generally, you seem to think only in terms of either
instrumental/expedient action declarations (of the sort that are typical in "make it to the finish line" play of D&D and similar RPGs) or else in terms of "chaos"/"comedy" (like your Fiasco examples) that subverts any seriousness of the fiction and its themes.
As I read the thread, it seems to be people who are not very familiar with games that use "fail forward" or "no whiffing" as a principle who are trying to come up with general formulations, generally beginning from rejections of formulations that have been offered by those who have actually played Burning Wheel, Sorcerer, Apocalypse World, etc.
You have a copy of BW Revised. So you can see how, on p 34, it says this:
Two Directions . . . Failure is not the end of the line, but is a complication that pushes the story in another direction. Failure Complicates the Matter . . . the GM should present the players with the possible ramifications of their tests."
That is "fail forward": failure complicates the matters, generates ramifications, pushes things in some or other direction. What counts as an appropriate complication or ramification; what sorts of directions should be introduced based on failure; depends on the other principles of the game. As well as, obviously, the current contents and trajectory of the fiction.
I don't believe that there is a problem of "naive fail forward" except in your posts. I've never encountered it as an account of a problem from actual play, as best I recall. Have you?
First, announcing future badness is not (generally) a hard move. It's not, in that example. Even putting someone in a spot is not (generally) a hard move, and in that example it's not. The hard move is having the NPCs make their attack and inflict harm.
Having not read the whole example, and thus having
no idea why the GM has narrated that Plover and friends are attacking Marie, I don't see how you can possibly know how what the GM is doing in that excerpt is or is not related to what has previously transpired, Marie's character, etc.
This thread is not the place to try and teach you how to play Apocalypse World. I mean, I and others have posted things about it, and you have not believed us. I tell you that your imagined fears - of ridiculous comedy generated by a group of Fiasco players who somehow ended up playing AW instead - don't seem to me to have much basis in reality, but you don't believe me.
So why would I post more about the game, when you appear not to accept any of what I have said so far?