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« on: April 15, 2020, 04:29:42 PM »
Just as an aside, #2 is a great way to give players some input into the setting. As in:
"Hold up. When you get to your garage, there's a bunch of jerks there rummaging through your stuff. When they see you, one of them says, 'Where are you hiding Diana? Tells us now, or we kill you dead.' So, who - or what - is Diana, and why do these dudes think you'll know where to find her/it?"
And if the Driver's players thinks for a hot minute and says, "Oooh! Oooh! I know: 'Diana' is the name Dremmer gave to his motorbike, which I stole. But these assholes will never find it here because Bish is hiding it for me," then so much the better. Now you have more information about the Driver, Dremmer, and Bish. You are explicitly letting the player tell you something the character knows and taking it on face value as truth. That can be a ton of fun for everyone involved (including the MC, who is also playing to find out).
FWIW, doing this puts a lot of faith in and pressure on your players, so only do it if you know they can handle it and enjoy being put on the spot to come up with cool new details for their character or the world in general.
@sirien: in regards to your question about who decides which move is triggered, as Vincent says the player has ultimate control over saying what they do (or try to do), but it's incumbent upon the MC to decide if that action is sufficient to trigger a move. So for instance if you say, "I go aggro on the guy," it's perfectly reasonable for the MC to ask for clarification, like, "OK, but hold up - what is it you're actually doing to threaten this guy with imminent violence?" Remember: to do it, do it.
It's fine for the MC to offer suggestions as to what fictional actions might trigger a particular move (e.g. "If you want to use Diana as leverage over Dremmer to get him to do what you want, then yeah, that's totally manipulating him. How do you want to do that?") but the final decision of whether the PC takes the fictional action that triggers the roll is up to the player.