In actual OD&D play last night, we only used one AW-type move, which we created on the fly:
If you have been impersonating a high-level magic-user and are then incinerated in another dimension [aka a different Red Box campaign] & reduced to death's door, roll + Constitution. 10+, all 3; 6-9, choose 1:
- you are not possessed by the ghost of a warlord you smothered with a pillow
- your impersonation scam is not imperiled when the M-U's servants rescue you
- you are not debilitated (1 hit point per physical HD for the session)
The player chose not to be debilitated, so we decided that being possessed by the warlord caused the rescue team to be uncertain whether they'd gotten the right person & observe him more closely, upping the pressure on the imposter.
Overall, I think we didn't reach for AW structure more often because:
- with 10 people at the table, the comfortable groove is a team-focused heist movie where the gang breaks in somewhere, makes for their objective, loots and fights, and retreats; these align well with the OD&D rules layer we're used to
- we've evolved other, more-direct ways of gathering info and revealing the hidden complexity of the situation (paying 100 gold to a sphinx per question); using this at the table lets it move faster & gets the whole group to the heist faster w/o introducing individual complexity
- we're happy with some trad DM conventions, like where I use a module ("The Halls of Tizun Thane", from Best of White Dwarf) that has, if not plots, then lots of information that pre-dates the players, and use that to spring stuff like "so, you're touching the pile of gold? it liquifies and oozes into your pores; make a saving throw, oops you die" that far exceeds what I'd do as a MC
I think the reason AW moves are transforming the way we carouse online, but haven't so far strongly impacted the way we play in person, is that:
- online there's a lot of zoomed-out action, that prevents the tabletop level of detail where I go "so tell me exactly how you're loading this pile of gold" and build tension that makes dying by creeping coins seem fair: "oh, right, here were all the times the DM checked to be sure I didn't want to be more cautious". In carousing we'd miss all the detailed choices between you posting "I want to find a pile of gold" and me saying "alas you fail your saving throw and die."
- at the tabletop we tend to do stuff that's constrained strongly by a very local environment (there are bare-assed baboons coming from a hole in the roof over here, it's raining and you might fall off the roof and die, the windows in the tower are over there and hard to reach, there's a predictable chance of random encounters every turn) which I discover from the module and interpret for the players. In carousing we tend to do stuff that's more large-scale, where the threats and consequences deal with a scope that can't be feasibly described by a pre-planned environment, so the constraints of AW moves give it a satisfying structure that's otherwise lacking.
- online is where we tend to do some stuff that AW does at the table, like having characters generate details of the world in the course of carousing ("ask questions" has proved to be really useful here) and steer themselves into their own world of hurt (we try, West Marches-style, to decide "where do you go and what threats do you confront" as part of the online effort to schedule the session). AW moves & philosophy fits into this wide-open sandbox phase, which gives us lots of cool material & background to carry into the zoomed-in phase of going into a particular danger.
One thing that we've been wanting to do is some old-school hex-crawling, and the adventurers are interested in exploring an underground river system they've discovered. This seems like it'd be a situation where AW moves would really impact our tabletop experience:
- the OD&D rules structure (saving throws/ability checks, tracking resources, random encounters) doesn't feel like it'd give me as much structure as I'd want to screw the players over questions like "can you forage for cave fish" and "can you tell whether that water is safe to drink"; some of our group played Mouse Guard together & really liked how it was able to make the process of a wilderness journey a rigorous, evocative challenge, and I think an AW hack is the answer for how to do that w/o adding pieces that don't feel old-school to me
- the scale of things is zoomed-out; I'd want to be able to evoke consequences that echoed throughout the cave system, awakened ancient spirits, etc. and since won't be able to map out the underworld in a 10' level of detail I'll want to reach for AW moves to decide when I can or can't bring down the grimdark horrors.
- the party is all together in little river-boats; each player's moves (like the ranger's forage attempt) can create consequences for all 10 people at the table, instead of spinning off in individual directions we could only handle online with such a big group