McGruff: (after killing a bunch of other lizardmen) If you want to run, I'll let you go.
GM: You've got leverage (killing him), something you want (him to leave), and he can understand you. Sounds like Parley.
This is where Parley breaks down for me. I would never call for a roll there. It's already my job as GM to play the NPCs. McGruff kills a bunch of lizardmen, I go, okay, are lizardmen super brave or vicious? No? Okay he runs away. Calling for a Parley there seems very silly to me.
[This is why the move in AW is when you
seduce or
manipulate not "when you tell someone to do something." The move has really specific fictional triggers, which I like to characterize as 'are you letting them make up their own mind about it?' A conversation, even one about a deal or promise or threat, isn't automatically the move.]
Mcgruff says, "Run if you want to live." The lizardman runs, the end. There's no move there.
Also, making deals with monsters doesn't sit well with me, either. They're vile, awful things dedicated to evil. They're not like AW NPCs, which have a wide range of personalities -- some reliable and trustworthy, some not. I'm never going to have a chat with the goblin chief to let us pass through their territory unharmed. No adventurer is that naive. We know the goblins are gonna stab us in the back the first chance they get, so why even bother?
Maybe I'll try to trick the goblins into letting their guard down, and then run away, try to murder them, toss down some gold coins to distract them, or something. But I'm not going to, like,
parley with them. They're monsters!
[If monsters are actually
people, we have other problems. But that's another topic.]