Hi
I´ve been testing AW with some friends (not playing truly, since I ran it with only one player), and one thing that wasn´t easy for me (as MC) was to create interesting complications for "act under fire", particularly for weak hits (7-9).
If I recall correctly, I have to offer a hard bargain, a difficult choice or a worse outcome. But sometimes I can´t find how to include the first 2 of them. Maybe because my first session scenario was rather weak in conflicts, but some regular actions didn´t allow a hard bargain or difficult choice.
I´ll throw in some examples of things that might happen because of a weak hit. Any addition or correction is welcome:
-You do it fine, but someone you didn´t want to see noticed it. You´ll have to convince him so he doesn´t reveal your position (sneaky stuff).
-You can do it, but it will open a wound you were recovering from, or you will have to take a bullet yourself first (action stuff).
-You can grab it, but the enemy takes a hostage first and tells you to drop it off or he´ll shoot him/her.
-You manage to run away from him, but you drop or forget something important on your way.
-You may avoid the fire if you take cover behind Dawson.
-You may drive their attention off from you if you mock at III or otherwise humilliate him.
-You wanted to close on him (for this he rolls) and then shoot him with your silenced gun without being noticed? You close, but the vigilance is tough, so you´re in a bad position to shoot: -1 forward.
-You resisted his look enough to get his trust upon you, but something unexpected is revealed. Roll+weird to open your brain. OR now he knows that little secret about Lili: what it was?
-You can´t turn on the "computer" without taking the damage. It seems you´ll need to help Fucker with his "issue" if you don´t want to take risks.
Out of play, I see that building weak hits isn´t that hard. Any advise about setting up a context for this move during the session that helps building good complications?