I'm a newish AW MC. I've been running a game recently (we've had four sessions, I believe) and we're all new to AW. So, we've definitely not quite grok'd all of the gameplay versus other RPGs (we're all late 30-something to 40-something old hands).
As MC, a question came to me last night during a game. We had the hardholder, Colonel M'Beke, wandering across his hardhold and I decided to have a sniper from one of the fronts take a potshot at him.
In most games, I'd give M'Beke a chance to make some sort of perception check, as a kind of passive skill mechanic, to see if he knew anything is up. Me, as MC, telling M'Beke to read the sitch didn't seem write because that is an active move on his part but I couldn't think of any moves that are really passive. The players and their characters always do things to see what happens, which means they have a certain agency. They decide to do thing or something happens and they respond. It is always an active decision on their part.
So, the question is how would I resolve this desire to give M'Beke a chance to notice the sniper before he fires?
What I wound up actually doing is deciding that I didn't feel a driving need to give M'Beke two harm (he's already walking wounded from another fight) in order to have him notice, "Oh hey, there's a sniper!", when the bullet hits him. I had the shot miss but hit nearby and then M'Beke read the sitch, made a weak success and realized where the shot had come from. He then decided to move under fire to dive for some cover.
As a side issue, the fact that I, as MC, don't ever roll for NPCs still weird me out. I wind up in this situation where I simply have to decide whether an NPC harms a player or not in combat, for example. After a few decades of gaming, this feels very strange since I've always played in systems where NPCs have to make rolls too!