As seen from the example in the thread. One PC pulls a gun and the whole group is referee-fiat captured as a result.
But that never happened. That example was misconstrued. See the posts not far upthread where
@Campbell clarifies his example was about a solo PC, and it seems
@Lanefan assumed it was about an entire group of PCs.
Campbell wasn't clarifying, just reiterating. Here's the original post:
Like as a hard move for a player character pulling a gun on the leader of the territory they are in who fails their go aggro roll I can precede right to the next scene of them being interrogated, surrounding by that leader's men.
Campbell clearly used the singular "a player character", and was clearly using "they" and "them" as genderless singular pronouns.
Players can make meaningful choices from a finite, curated list of moves. Anything not directly related to those is either out of bounds or up to the referee.
This isn't right either. The players in AW can have their PCs do whatever makes sense, given their fictional position. If what they do triggers a move, the move is resolved. Otherwise the GM does their bit, which is to make a soft move unless the player has handed them a golden opportunity to make a hard move.
A player rolls a failure on some check, now the referee gets a move. The referee picks hard or soft, say hard. The referee picks from a list or makes one up. The referee then spits that hard move out into the fiction...without the players being able to do anything about it. This is why I always start with soft move
The players had their chance to do things when they declared actions and rolled the dice! And the soft move that sets things up will typically have already happened, when the GM had to say something earlier in the conversation.
I know you say you've played DW et al, but your description of the process of play is weird to me, because you don't seem to be recognising that not every player action declaration for their PC triggers a move, and hence the role of the GM in making soft moves that build up the stakes
until those stakes (or some of them) are settled one way or another when a player actually rolls for a move.
A separate example but shows the same thing. A player fails a move, the referee makes a hard move, separate the party. Cool. What form does that take? A wall falls between them. Okay. Sweet. Now, if you've played any RPG for more than five minutes, you know you'll have a table full of players shouting at you about all the things they're going to do to prevent this from happening before you can finish the sentence declaring the wall falls between them...or you have players gripe about how they wanted to do something but you won't let them. But nope. The wall falls, the party is separated. What agency do the characters have in that event? None.
This reinforces my puzzlement about how you're describing play. Where did the wall come from (in the shared fiction? in the trajectory of play?) What did the players do that made the separation of the PCs by a falling wall a prospect?
Suppose that, in D&D, the PCs are exploring a dungeon that they know to be replete with traps. And they describe their PCs walking down a particular corridor. And then the GM declares that a portcullis falls, and calls for Reflex saves - whoever makes their save gets to decide which side of the portcullis they're on, and otherwise the GM makes a random roll (and anyone who rolls a natural 1 gets spiked for their troubles!). The players aren't normally entitled to dispute their Reflex roll. Maybe they can substitute something else for Reflex -say Fortitude to hold the portcullis up? But in that case they're bound by the result of that roll. They don't get endless saving throws.
So in a DW game, the PCs are exploring a dungeon that they know to be replete with traps. And then the GM mentions a corridor. And one of the players declares that they search it for traps: Discern Realities. And the throw fails. Well, the player has had their turn, and they failed their check, and now it's the GM's turn: "You notice the pressure plate too late - you've already stepped on it, and a portcullis falls between you and . . ." The player is not entitled to endless saving throws. If another player declares "I roll under the portcullis as it falls, to make sure they're not alone" that sounds like Defy Danger on DEX - if it fails a proverbial spiking would seem a fair hard move!
If another player declares "I grab the portcullis as it falls" I think it's fair for the GM to reply "Sorry, it's already fallen." Again, the Gm isn't obliged to permit endless saving throws. The player was prepared to take the benefits of traps being found: now they have to suck up the consequences - separation! - that are resulting instead.
When a PC fails, rolls 6-/2d6, the GM makes a move, generally a hard move but it’s the GM’s choice. But, importantly, the consequences are not limited to the PC who failed the roll, which is fine, but the GM moves often represent sequences of events rather than singular isolated events. The problem is there. In that sequence the PCs should have agency…but they don’t.
How are the other PCs implicated in the situation and its consequences? Did they try to help? Try to hinder? Want the advantages of the the move made by the other player?
A final comment: as a player who often advocates "trusting the GM", I'm puzzled that you would make moves as an AW or DW GM that your players would regard as unfair because the stakes weren't clear.