EDIT: Cross posted! Thanks Aaron for your description of AP (I was only postulating) and I'm with Sage, I think Parley is totally within the 'worldview' of DW. The removal of the PC vs PC clause is fine within the context of Heroic Adventure. In my mind you just go straight to the Defy Danger part of the move.
Well, I know that in this particular case, it just wouldn't have happened without Parley being a move. I've nothing against metagaming when it leads to plot, as the above did. I just realised that I needed to keep a tighter rein on things.
System matters. Sure, DW merges old Skool mechanic sensibilities with indie authoring 'rights', but the result allows for just the story that Aaron's group ended up playing to find out. The cleric's player keep 'pushing' through roleplay until the other players said 'nope' to all the evil supplication. He then decided that his Cleric's persusive evangelism combined with the leverage of CLW was far more enticing and invoked the parley move. Mechanical re-inforcement of the character's abilities that
has to be described through the fiction. Pure DW awesomeness.
It could've easily turned out more 'Heroic' had the wounded player chosen to defy danger (and encouraged another whole move snowball and the chance for Aaron to make any number of GM moves).
Glitch, the XP for succumbing is likely a one off deal. It fictionally represents the character sacrificing their own alignment 'ethos' for the advantage of some nether-world healing (which I would certainly presume comes at some sort of fictional cost). Once committed, there is no need for the Cleric to parley with them again unless the leverage changes. This is a
huge defining moment for the healed character, and the players
have to take every advantage to fictionally describe it. To do it do it, fiction first and all that.
Don't forget that in the absence of 'bennies', XP is both a representation of character growth
and player reward. In this context the award of an xp for the PC makes perfect fictional and mechanical sense. The player is awarded for roleplaying (in the same vein as alignment and bond triggers) and we have learned something remarkable about the character, with is now embedded within our unfolding story.
OK, I can't speak for Aaron, but I like your postulation of the character defying danger to resist the evil evangelism of the cleric as he stands wounded and at death's door. How would I handle it? First I'd ask lots of questions, embedding the mechanical iteration deep within the story.
'OK cool, you are resisting the rather persuasive hankerings of the the Evil Cleric to give you the benefit of his god's healing if only you will bow down and supplicant yourself. The Danger here is that you are on the edge of death. How do you defy that? with what aspect of yourself?'So say the player goes with 'through mental fortitude' describing their resistence is through a stoic resolution to their own alignment beliefs. Note could have easily been any of the stats, they could have
powered through or
got out of the way or acted fast, or
endured or
used quick thinking, or turned the tables on the cleric;
using their own charm and social grace... the player just has to narrative their reasoning. Its worth noting that the Cleric is risking the narrative ramifications based on this defy danger move by Parleying in the first place!
Say we continue my initial postulation that the player goes with defying through their strength of will and mental fortitude, rolling
Defy Danger +WIS. If they get a 10+, the threat is meaningless to them, the character is strong in their own beliefs and stands firm. I would be curious as to how they would seek healing based on their wounded state (given they are refusing the clerics CLW), and ask the player just that.
On a 7-9 the move gets rather interesting, and I have to remember that to make my move powerful I must not state its name, address the character and go with the fiction first. So say its the party's good Wizard, all Dumbledorey. I offer him an ugly choice.
'Your impressive will is tenuous against the evil machinations of the cleric's god as sibilant whispers slide into your mind. You can resist his parley, but in doing so you will forget one of your prepared spells....'
If he misses his defy danger, well. I get to make as hard a move as I like. It could simply be that the character caves and accepts the healing (and supplicates to the evil god - perhaps changing alignmnent and marking xp), or I have a Dungeon Move or GM move I really want to make. For instance I could be HARD,
deal damage and say that
'despite shielding your mind against the cleric's suggestions, the strain has opened your wound and its bleeding profusely. You only have a few minutes before you slip into unconciousness and death, what do you do?'