By way of prelude: this post is not an assertion of expertise. It's a response to the quoted posts, and a contextualisation of them in terms of things I've already posted upthread of both. As the OP of this thread, I'm making this post in an attempt to identify and bring together common threads in the discussion. But not to eliminate differences of approach with an unwarranted prescriptivity.
Sometimes the GM may have intended for the door to be ordinary. No roll would be required to open the door. They were ready to declare that the PCs just open the door.
However, maybe the PCs then decide to put their ear up against the door and listen. Maybe in the process they trigger a Move. Maybe not. Whatever the case, the PCs' actions surrounding the door may have handed the GM a golden opportunity for a Move.
So who decides? In some cases, the PCs may be indirectly deciding that this door is more than color, in the same way that a NPC may become more than color through the interactions of the PCs, who take a particular dramatic interest in them.
IME, these games often require thinking "cinematically." Like if the characters spend prolonged time or interest in person or thing, then it becomes dramatically pertinent for the scene.
Absolutely!
As per my post upthread,
At some DW tables, the door is, in itself, a threat, and so any response to it is Defying Danger (as per p 62 of the DW rulebooks, the trigger for Defy Danger is
When you act despite an imminent threat or suffer a calamity). At others, the door is just a bit of colour that is narrated, and the cleric's attempt to open it is just something resolved by way of a soft move, which may be any of the examples
@loverdrive provided, or
@AbdulAlhazred and my suggestions upthread that
it just opens to reveal something else. I mean,
what the principles demand and
what prep demands and
what will make the fiction seem real and
what will make the PCs' lives not boring is infinitely varied, depending on details of established fiction, prior prep, mood and taste, etc, etc.
And of course if the GM narrates a colour door, and then the player of the fighter goes all
bend bars/life gates on it, well then it's no longer colour! The player has made it an "active" part of the fiction, and the GM's job is to follow that lead. (Edwards had a nice video on this idea, of play turning background/colour "furniture" into something more active - he calls it "people" - which I discussed in
this thread a few years ago.)
In terms of principles, I would identify this as one way (by no means the only way) of being a fan of the players' characters. They are the protagonists, and events follow them, not vice versa.
Which leads me to this:
Counter-intuitive thing about PbtA that many, including many fans of PbtA, don't understand is that rules takes precedence over fiction. Dungeon World with its "fiction first" idiocy didn't help either.
In World of Darkness, GURPS, Dark Heresy, whatever, and, yes, D&D, it is expected from GM to make a call whether a situation at hand warrants using the rules or not. Does this make sense? Is this situation interesting enough? Can PC even fail here? That whole "don't roll the dice if there are no interesting consequences for both failure and success."
In Apocalypse World, you just roll the damn dice as the damn rules tell you to and then it's GM's job to make it make sense. To make it interesting. When you kick down a door, you don't know what lies on the other side. When you go aggro on a bound hostage you don't know if the bastard didn't sneakily got out of the ropes and isn't now biding his sweet time to escape. GM doesn't either.
I'll be honest, I don't agree with
@loverdrive characterization of PbtA games in their post, and I think that they tend to talk about these games a little too dogmatically. I very much think that these are fiction first or fiction forward games. It's just that the rules in PbtA games tell you what must first happen in the fiction for them to be invoked or triggered, with the respective Moves facilitating those particular instances. I still don't think that these games will be to your tastes, but I don't want the post in question should be the reason why.
What I think the AW rule book does really well is to talk about RPGing as a conversation. And one thing that distinguishes a conversation from a scripted performance is that the participants respond to one another in real time, as they go along.
Now this is related to what was the biggest single thing for me, in learning how to GM well (I hope) in the way that I want to;, and this is a thing that I think the AW rulebook could perhaps state more clearly than it does: namely, that GM prep is not a basis for adjudicating that a player's action declaration for their PC fails.
The AW rulebook engages with this indirectly - by instructing the GM not to prepare plots, and by saying that the purpose of prep is to have interesting things to say; and by telling the GM to either make a GM-side move or adjudicate a player-side move. But the idea that GM prep is a basis for adjudication is so heavily engrained in RPGing culture, and in so many RPG texts (such as modules for many systems, especially D&D and its cousins), that calling out the departure from that approach could be done even more directly than it is.
When
@loverdrive says that, in AW, rules take precedence over the fiction, I take her (i) to be referring to the procedures of play, and (ii) to be using "the fiction" to mean "what has been established so far, and its apparent trajectory" and even moreso "what the GM hopes that trajectory will arrive at".
I see it as a different way of expressing the same point, or at least a closely related one, to my point that
GM prep is not a basis for adjudicating that a player's action declaration for their PC fails. This is what I take to be implied by the contrast drawn between "trad" GMing and AW GMing: the AW GM is
not expected or required or even entitled to
make a call whether a situation at hand warrants using the rules or not. Does this make sense? Is this situation interesting enough? Can PC even fail here? That whole "don't roll the dice if there are no interesting consequences for both failure and success."
Rather, "if you do it, you do it" and the dice are rolled and it is the GM's job to make it interesting, including by making up new fiction and perhaps taking the established fiction in some unexpected direction. Like maybed a hard move in response to a failed Go Aggro against a bound prisoner:
that bastard sneakily got out of the ropes and has been biding his sweet time to escape right until now! (respond with <mischief> by taking away their "stuff").
In abstract structural terms, there is a resemblance to a 4e D&D skill challenge (which also, in this respect, resembles a HeroWars/Quest extended contest, a BW Duel of Wits, or any Torchbearer 2e conflict): in a skill challenge, the GM
is obliged to the scene "alive" and developing
until the requisite count of successes or failures is achieved. I commonly read criticism of this:
but what if the players have their PCs do <this thing> which "naturally" brings the scene to an end? The response, of course, is that there *is no such thing: the fictional resources of the GM are unlimited, and they are obliged to draw upon those resources - or, less metaphorically, to make things up! - that keeps the scene going. The same as happens in any D&D combat if no one is reduced to zero hp yet.
So likewise in AW. There is no "it doesn't make sense to roll here" or "going aggro will never work on this NPC - why would Dremmer be scared of you?" If you do it, you do it, so make with the dice: and GM, get ready to think up some stuff that
makes sense and
is interesting.