Huh, that's interesting, I've never seen that interpretation before. Um, there's no real "opting out" unless the GM specifically offers that choice. The GM can offer a worse outcome, hard bargain OR ugly choice. You don't have to give them a chance to back down, not at all. That's probably the most boring option, really, because it leaves the situation unchanged.
Worse outcome just means "some of what you wanted, not all of it," and in no way lets a player back down. You can say "nope, you don't disarm her but you do knock her off balance, take +1forward."
Hard Bargain could be something like "your weapons are tangled, and you can only disarm her if you damage your weapon." Now this situation is what you seem to dislike. So don't do it! Say "your weapons are tangled, and you can disarm her, but you'll either damage your weapon or drop it. Which one do you do?"
Just don't offer a hard bargain that includes backing down.
First let me say that I know you have tons more experience with the game than I do, and that I'm not trying to be pointlessly argumentative or pedantic. Without your newbie guide I would have had a much harder time getting the flow of the game.
If I alter the emphasis you gave above, maybe where I'm coming up with this will make more sense.
The GM can offer a worse outcome, hard bargain OR ugly choice.
to
The GM can offer a worse outcome, hard bargain OR ugly choice.
Outside of "The Godfather" an offer is something that can be refused. If the GM chooses a worse outcome, it is still offered, according to how the text reads to me. The authors seemed to have taken a great deal of care in choosing the words for the basic moves, so that's why I'm on "offer" like a dog on a bone.
Anyway, I'd be wary of using Hack&Slash for these kind of stunts because they do not trigger Hack&Slash. It's real
ly for hitting each other: like, if the players rolls a 10+, do they get the +1d6 damage? It seems weird that you'd feel forced to use the wrong move because you like the consequences better. You can always deal out damage on a 7-9 Defy roll, if that's part of your Worse outcome or Hard Bargain.
It seems to me that you're looking to the results encoded in the move text to define should trigger the move, and that seems backwards. The trigger text should stand alone from the results, and a disarm attempt seems to me to fit the trigger text of "When you attack an enemy in melee, roll+Str." It doesn't seem to me to be a force fit to the wrong move at all. Going back to the called shot example, as a "stunt" this is nothing more than an upgrade to a normal swing of a sword.
I don't know that I've seen other folks use Defy Danger *after* another move to upgrade it as I have,rather than the more common case of rolling Defy Danger *prior* to enable a move. There may be something hinky with that.
I do take your point that nothing happening is a not very interesting option that has generally been avoided in the rules. I agree that it isn't very interesting as well, but the potential downside of a partial success is fairly well understood before you roll. If the use of "offer" was unintentional (or just not the way i read it), I can probably live with that.
In the example I quoted above, if Emory doesn't want to leave their dagger behind for whatever reason, what happens? Do they fall, or just remain there until it's time for them to Defy Danger Con to just hang on, or are they compelled to use the dagger because that's the "offer that cannot be refused" that the GM has given them?