Thanks for your reply Jeff! I agree it is a rather puzzling question.
1. The whole problem with this is that trying to simplify the language creates phrases that are not only bland, but unclear. The richness of meaning that comes from short and tight idioms is lost, and you end up with long bland sentences that don't get anyone excited. That's why I'm thinking a move could be designed something like this:
"Face a danger"
good = Do it.
mixed = Do it, but...
bad = Can't do it.
"Solve a problem"
good = It's solved!
mixed = Partly solved...
bad = It gets worse.
Here we're not yet talking about how to reach either of these three categories mechanically, of course, but rather ways of framing the move using evocative but simple key words or short phrases, rather than prose. How could we simplify "read a sitch" for example?
2. Yep, the dice are like candy for their fingers. They keep wanting to play with them and fudge the results. The cards do make them want to peek at the results before it's time, but that's easy to fix with a rule that once they look at the cards they can't draw any more and it's time to resolve the challenge.
I'm also really hoping that the cards mechanic somehow rewards specific language use. So for example, instead of saying, "I catch the thief," they would have to use 'story words' (or vocabulary I give them) to their advantage, as in, "I run quickly and throw my magic scarf around his legs, to make him..." Here a student might ask me how to say 'trip,' so I teach him and write it on the board as a special vocabulary word, then he continues, "To make him trip!" And for all this hard work he gets three cards!
But can this work for AW-style play? And if so, then what should the numbers, letters, colors and suits of those three cards mean? That's the question.
3. What I'm using now is actually more like Otherkind than AW: we basically set the stakes beforehand, so that the students know what the goals and dangers are, and then draw cards they can use to try and overcome the various obstacles. It's working okay for now, but if it's possible (and appropriate), I'd like to move to something where we don't have to set stakes beforehand, we can just say, "oh that's a move, narrate and draw the cards." You know -- "to do it, do it." Not, "to do it, first analyze all the possibilities, narrate your efforts and then see if they worked or not."
I tested a system where their card draws could add even more dangers and stuff, but it slowed down the game too much because we'd have to stop in the middle of a challenge to figure out new dangers.