You pick a character, and in no small way the choice has to do with a list of rights.
Except as written, our read on rights is that they hinge on the Denied Right move, which amounts to "feel free to throw a tantrum."
In other words, this exchange is within the rules of the game:
P: I'm choosing Liege Lord, and I'm taking all the in fiction rights.
...
P: I demand that my daughter's suitor be brought before me!
J(MC): Not gonna happen.
P: A right denied! Instead, that my daughter be brought before me!
J: Nope.
P: Then I will hold it against you!
J: You do that.
J: Moving on as if none of that had happened...
Am I being a dick? Yeah. But I'm also being a dick
within the rules. Your frustration as a player as I ignore all your mechanical effectiveness is part of the rules.
Normally, there'd be a conversation here about "um, but that's kind of what my character is
about" and we find some middle ground or we don't in a way that's outside the game. I'm having a hard time working out how that interacts with the Denied Right move, though.
I'm taking a shortcut here but: it means that everything past basic moves is like an unreliable currency, which effectiveness depends 100% on the whim of the MC, and that objections to whimsical application might be
cheating.It's weird, and it's hard for me to wrap my head around in a lacking-fun way. As a result, I'm likely to avoid the whole circumstance by:
- never denying a player their right as an MC
- avoiding rights that are mostly in-fiction
- assuming that rights that are crunchier - with moves attached, or stat boosts etc - will never be denied
Conversely, for purposes of playtest, I don't even know how I'd go about legitimately exercising those rules. Like the above ("Nope")? I don't know.