All these questions are super useful! I know it may be frustrating not to get answers right off, but know that we are mulling over what you ask. Also, sometimes my answers and Vincent's will differ! Given that, here are some answers to some of your questions:
-With gaining new rights, how does that work narratively? Should we address a scene to it? Should it happen between sessions off screen and they just start with it? Should people in the setting know and react to the change?
All those "shoulds"are fine options - pick the one that feels most authentic to the instance.
-Does the Right to a Title imply respect? We lost some time to this debate
Not necessarily. Someone might be the Rightful Heir but also a right bastard who nobody likes or trusts. Earning respect might bring a title, but the other way doesn't always work.
-The encounter unnatural thing right, does that only refer to living things? My troll killer was presented with an unnatural thing, a man's face flayed by the hand of a troll. Should that have triggered the move?
Is it outside the natural order of things? Could it be part of the Weird? If it was in AW, would it make you think about the psychic maelstrom? Then it could be considered unnatural. Trigger the move as you and/or the player see fit. You may decide that while it's weird and creepy to see a man's flayed face, this is a known thing that trolls in your game do, and thus not unnatural; while and animated flayed face is all kinds of unnatural.
-Having a lot of trouble figuring out when to trigger take stock and when to just give them information.
Don't hold info back just in case they go for that move. If there's an increase in tension or the opening situation of the scene changes, that's a good indication that they may want to Take Stock.
-The single combat rules are really really brutal. Despite knowing that I don't think we were really ready for how brutal they were.
:D
-For the dragon herald should shields count as armor?
Hmm. That makes logical sense to me; I'd say if it makes sense to you as the GM, then fine. If there's a reason for it not to, make sure everyone understands why not.
-Can the peasant beauties rights that effect someone effect trolls?
Are trolls people? Do your trolls respond to things in the same way humans do? Does the peasant beauty view the trolls as people who could be affected by their moves?
-Can I use war parties against trolls? How would I go about that?
I certainly would not recommend single combat with a troll! Make your war party, treat the troll as an opposing war party.
-On take stock, Win some one over, or size someone up, can all the questions asked be make one of your own?
Yep.
-The cover your distance option in leap into action, I don't like it. My players keep using it regardless of whether they would really be at distance that would require them to cover it.
If they are not at distance, they can't use a move that lets them cover a distance. If you are at sword range, you are not going to get out your longbow.
-It is difficult to bring in new character into the game if one loses a character. Considering how likely that is some direction on it would be nice
Agreed! For now, look to the people on the dead PC's sheet and pick one who cares that the first PC died.
-Some defined wealth system would be good. Hard to really tell what a bounty is and who is rich vs poor.
I hear ya. For now, Bounty can/should fall in line with your PCs. What is a feast to a poor person is an afternoon snack for a wealthy person. So, if your peasant beauty receives a bounty of rabbits, that might be 3 or 4 rabbits. If your liege lord receives a bounty of rabbits, that's more like 10 to 20 rabbits.
-One of the players thinks the ease of death and the fact that harm becomes permanent is at odds with all the Rights you have to choose from. The giant lists of rights implies a game about improvement and becoming more. The high likely hood of death implies the opposite.
Yeah, that's a really useful thing to come out of this round of playtesting.
-Would love some direction on how to run seasons or possibly a set of MC moves specific to changing seasons
For now, do a character-specific short scene (and really, I would time them to be 10mins) where you see a little bit of what happens. Is there a wedding? Cool, let's see what you say as a blessing to the new couple. Did you travel? Cool, let's see you stopping at a new place - what is noteworthy here that makes it memorable at the next season? Did you spend time healing? Cool, tell us about the worst part of the process. MC moves here are a thing we're thinking about too.
-should the harm for shields apply against things like giant trolls? I know this isn't a game about tracking simulationist minituea but I really don't see how a shield helps you hurt a dragon.
They sure don't help you hurt a dragon, but they could conceivably help you survive one.
-Again, the lack of a clear act under fire came up and was awkward. It felt very railroady, Gm fiat, and just went against all my instincts.
Noted.
- The I still draw breath, seems like a great mechanic that should be more formalized. I had two players there in the last session and they both kinda went, "eh, guess I'm dead." Some sort of mechanic that deliberately calls for pausing the game to focus on this characters last moments seems appropriate and will push the drama
Noted.
Thanks!