Have
you read the rules text (which I posted upthread)?
Here is is again:
The following is from p 114 of the Apocalypse World rulebook:
• Be a fan of the players’ characters. “Make the characters’ lives not boring” does not mean “always worse.” Sometimes worse, sure, of course. Always? Definitely not.
The worst way there is to make a character’s life more interesting is to take away the things that made the character cool to begin with. The gunlugger’s guns, but also the gunlugger’s collection of ancient photographs — what makes the character match our expectations and also what makes the character rise above them. Don’t take those away.
The other worst way is to deny the character success when the character’s fought for it and won it. Always give the characters what they work for! No, the way to make a character’s success interesting is to make it consequential. When a character accomplishes something, have all of your NPCs respond. Reevaluate all those PC–NPC–PC triangles you’ve been creating. Whose needs change? Whose opinions change? Who was an enemy, but now is afraid; who was an enemy, but now sees better opportunities as an ally? Let the characters’ successes make waves outward, let them topple the already unstable situation. There are no status quos in Apocalypse World! Even life doesn’t always suck.
“Make as hard and direct a move as you like” means just that. As hard and direct as you like. It doesn’t mean “make the worst move you can think of.” Apocalypse World is already out to get the players’ characters. So are the game’s rules. If you, the MC, are out to get them too, they’re plain [in trouble].
This goes for highlighting stats, too. When you highlight a character’s stats, try to choose one that’ll show off who the character is. Switch up often — for certain don’t just choose the lowest stat and stick with it — and try to make sure that the character usually has at least one high stat highlighted.
So, as you can see, it is not redundant at all. It complements the principles
Make the players' characters' lives not boring by guiding and constraining how that should be done: rather than making their lives not boring by taking away key elements of the character and/or their victories, the GM is directed to focus on the effects that the characters and their victories have on the in-fiction circumstances, especially the PC-NPC-PC triangles.
This also ties back to
@Campbell's connection of the principle to "fail forward", some way upthread: those PC-NPC-PC triangles, and the broader idea that "there are no status quos in Apocalypse World", are directly related to the idea of the in-game situation having trajectories of threat and promise, which the GM draws on in various ways to establish consequences, frame scenes and the like.
If they followed the other rules, and just made sure the players had fun, the characters' lives would not be boring.
Huh?
Be a fan of the players' characters is one of the rules to be followed. As I just explained, in complement with
Make the players' characters' lives not boring. These are the rules that tell the GM how to do their job.
Whether or not they make for fun play is a separate question. Obviously plenty of people find Apocalypse World fun, but there are some - presumably including several posters in this thread - who would not find it fun.
IThat's assuming of course that the principle is in fact to not make the characters' lives boring. It's a dumb and redundant principle if that's the case. On the other hand if the principle is really to make sure the results of checks are interesting, then it's not a redundant principle, but only a badly named one.
I keep getting told, though, that the principle is not to make sure things are interesting, but it is in fact to make sure that characters without boring lives don't have boring lives.
You seem to think that the phrase that carries all the weight, in "Make the players' character's lives not boring", is
not boring. You give little or no weight to the word
lives.
But AW is not a game about adventuring, or even ultimately about external adversity. It's a game about human conflict. That's what the PC-NPC-PC triangles are for. Its why the game is focused on the players' characters'
lives in a way that (for instance) mainstream D&D play is not. It's not a coincidence that, in a 7-page example of play in the rulebook, we see one PC's home and another's armoury; that we meet a pair of siblings; that the NPC who acts against one of the PCs is a member of another PC's gang.
This is a different approach to situating the PCs, and establishing adversity, from (for instance) mainstream D&D or mainstream CoC or really any of the more conventional RPGs that I'm familiar with.
At this point I'm not sure if they are just being super sloppy with these terms, or if in the effort to differentiate their game from others, they are choosing words and phrases that have other much more commonly used meanings.
Either way it's bad and causes confusion.
Who ever got confused reading the Apocalypse World rulebook?