You could certainly write notes about what sort of things might be in your haunted house as part of your Front and establish a countdown clock for when badness escalates, but PbtA games don't want GMs to script plots. It's unsurprisingly similar to the Alexandrian's whole
"prep situations, not plots" line of thinking.*
That might be a good way for me to do horror (I definitely follow the situations, not plots idea--if only because plots have so many moving pieces I tend to forget them!). Which PbtA game would be best for that, though? IIRC Dungeon World--and correct me if I'm wrong--leans heavily into restricting race and class, or uses race-as-class, both of which are things I hate with the power of a thousand suns. Even though I run a mostly-human-only Ravenloft, the idea that those restrictions are built into the game anyway bothers me enough to not want to spend money on the system.
That's fair. PbtA can be demanding in how it expects the GM in the moment to generate appropriate consequences that flows from the fiction. It takes practice to hone as a skill.
Yeah. I'm not adverse to trying it at all. I just think I need more (preferably written) examples, and specifically with notes as to why things were done that way. The AW book's examples are... lacking. They seem to be written for those who immediately get the idea, not for those who are struggling with the differences.
I have a few other issues with AW. It creates
just enough of an implied universe, what with the psychic maelstrom, to make me kind of have to play in it, but not enough to truly paint a picture of what it's like (compare to a game like Troika!--which I also haven't played yet, sadly--where I can just
see the golden barges sailing through the hump-backed sky in my mind). The examples in the "Barf the Apocalypse" section don't cause me to imagine what the world as a whole is like.
But the PbtA system itself makes me want to figure it out.
Sex moves are particular to some PbtA games, by no means all. Ironsworn has Bonds, for example. It's a bit of a shame that the original had such a hot-button feature. Blades in the Dark doesn't even have a formal relationships-between-PCs thing.
Blades in the Dark is another thing I have issues with. Such a beautiful, amazing setting, perhaps one of the most unusual and interesting post-apocalyses I've ever seen... and they're wasting it on
heists. Heists are great, but I can do that anywhere. In a setting where the sun is
broken, I want to explore the world and deal with the consequences of that, not just steal things and create gangs.