Should we take this help/interference thing off-this thread, maybe? I feel like it could be interesting discussion - because I think that help/interfere is a badly designed move and what we're (me explicitly, you, I think, implicitly) are talking about are ways of fixing it.
In a world of scarcity and shit, the fact that someone helps you always matters.
Gotta tell you, my opinion is that that's a bullshit platitude. It's true in the sense that, in the fiction, sure. If people help you, that's great, you might get the warm fuzzies inside, woo.
The other thing, though, is that the design of the help/interfere
rules is the most lackluster thing in the whole design of AW.
It fails as a mechanical rule - you roll your dice with a risk as great as any roll, but you're only going to have any positive mechanical influence over the roll 14.6% of the time (42% fail, 44% whiff).
It fails as a fiction cue (as compared to other moves in AW at least) - when was the last time you did a help/interfere roll that made it matter
what your actual history was? The move is completelly generic, and you can always do the same thing to a dude regardless if you watch him sleep or if you poisoned someone together.
There are two fixes to the move - one is to only even let it apply when it matters (other dude rolled a 6 or 9), and the other is one that I *think* you're implying is to have the in-fiction action of helping have an effect regardless of what the result of the roll is. But since I'm an AW MC,
I'm always already doing that second thing. The hell do I need to waste my time with a meaningless extra roll?