I don't see why you think pointing to circumstances where negotiation has been
eased and/or
constrained by the application and following of
system (including mechanics) is a counter-example to a point which, as quoted just above, stats that such easing and/or constraining is the
purpose of having a system.
I also think that you are not taking seriously the idea that much of play involves putting forward suggestions.
Consider:
GM: "The Orcs rush towards you, attacking with their spears!
Player: "I use my special reaction <refers to relevant rule> to cast a Wall of Force directly in front of the Orcs."
GM: "Cool! They try to rush towards you, but run abruptly into your Wall. The wave their spears and curse at you from the other side of it."
I don't see my comments as counter-examples, exactly. Looking at the example
GM: "The Orcs rush towards you, attacking with their spears!
Player: "I use my special reaction <refers to relevant rule> to cast a Wall of Force directly in front of the Orcs."
I take that second line to represent the sort of "negotiation" Baker is thinking of, because it proposes an amendment to the orcs rush forward. What I'm pointing out is that the word "negotiation" can lead folk to think that there should be some
negotiating. What we see is a series of complementary proposals, which are very often accepted without any negotiating. What might "negotiating" look like
Player: "What, really? Spears? That detail looks wrong to me. How about making it axes?
This would be a suspension of consent, and presumably a resumption if the GM consented to axes. The original doesn't seem like any consent is lost and reaffirmed
even though the "rush" is going to be amended to a "run abruptly into your Wall". It feels like the orcs still got to rush
and then they ran into that wall. Nothing was taken back or amended, really. Instead, proposals were made in series under a continuation of consent. Again, I do not say that "negotiating" strictly speaking requires taking back or amending. It can include conceding an addition (like the Wall) just as well.
To me this isn't a major point. Some have felt reluctant to get too much into semantics. I've many times now observed folk resisting Baker's framing. Not because what he describes is incorrect, but because the words he uses to describe it suggest something that frequently isn't observed in play. They suggest active concepts that are live in each moment - negotiating, consenting - rather than what you described. In the past I have put "<refers to relevant rule>" as an exercise of fiat or leverage over the fiction. Given I have a right of appeal to the rule recorded on my character sheet, that rule bestows a fiat over the ongoing fiction: I can submit a draft that suits me in the way the rule outlines.
GM: "Cool! They try to rush towards you, but run abruptly into your Wall. The wave their spears and curse at you from the other side of it."
[A
It's not exactly wrong to call this negotiation, but seeing as many times folk have resisted that term as a good description of their play and that a central purpose of language is to communicate, it is semantically problematic. We can say - it's a technical matter and it's best to keep the term for its technical merit - i.e. just call it out as jargon. Or we can search for alternative ways to describe it, that more folk will find intuitively matches their play. I'm not deeply invested in either route... I just find it interesting to discuss.
The above sort of thing is very common in D&D-ish FRPGing. And look at it's structure: the GM proposes something as the object of shared imagination - the Orcs rushing forward and attacking with their spears - and then the player counter-proposes - actually, the fiction includes the Orcs
wanting to rush forward and attack with their spears, but being unable to because they were thwarted by the PC's rapid casting of a Wall of Force.
This is also an example of mechanics easing and constraining negotiation over what to imagine together.
And of course Baker gives his own example:
So you're sitting at the table and one player says, "[let's imagine that] an orc jumps out of the underbrush!"
What has to happen before the group agrees that, indeed, an orc jumps out of the underbrush? . . .
sometimes, lots of mechanics and negotiation. Debate the likelihood of a lone orc in the underbrush way out here, make a having-an-orc-show-up roll, a having-an-orc-hide-in-the-underbrush roll, a having-the-orc-jump-out roll, argue about the modifiers for each of the rolls, get into a philosophical thing about the rules' modeling of orc-jump-out likelihood... all to establish one little thing. Wave a stick in a game store and every game you knock of the shelves will have a combat system that works like this.
It's not all that common to have such structured and mechanically-mediated negotiation for having Orcs jump out of the underbrush, but it's extremely common (as Baker notes) to have combat in a FPRG work like this.
A good example to my mind is where we actually make a roll.
Orc Player: I want to dispel the Wall.
Player: No way, the Wall stays!
GM: Okay Orcs, cross off a Dispel spell and roll against 10+ the casting level of the wall.
The advocate for the orcs might like to just say that the wall is gone. Poof, dispelled. But someone else at the table doesn't want that. This looks a lot like what I think folk have in mind when they use words like "negotiate". The player isn't willing to just consent to their Wall being gone. They challenge that. The group have agreed to let mechanics and dice settle such disputes.
Orc Player: Darn, a 6, I guess the Wall stays.
The orc player didn't want to consent to the Wall, but in this moment following the rules means doing so. One can see that this relies on an overriding agreement to follow the rules. As I've said in the past, agreement to follow a rule never resides in that rule.
If you watch video of Baker running Apocalypse World actual play in "
How We Role", you'll see why I added an orc player to the example. Baker sets up situations where players are in conflict
with one another. They'll use the PbtA mechanics to negotiate and come to agreement in each moment of conflict. It visibly demonstrates what Baker is talking about, and shows that even if in some modes of play a continuation of an initial consent may come closer to what folk feel is happening, it can just as well be observed as an elision of stuff going on under the hood; that is brought out into the harsh daylight in AW play. In considering ongoing consent, you must picture scenarios where that consent could fail. In doing so, you see that the assumption of agreement, and at various times active carriage of it, is crucial.
My attempts to tune and rephrase Baker's general observation are not counter-examples. I hope that is clear.