To be fair, I've never argued that every class move should have an additional auto hard on a miss. Many cover this already pretty clearly. Those that dont mention what goes wrong, and dont stipulate that nothing goes wrong, however, trigger hard as normal.
I'm pretty sure this entire thread is about assumptions, because the one thing the text isn't clear on is how to use this move IF it was any different then before. Just the fact this is 4 pages is proof enough that something wasn't clear enough. I'd hope that a change of that magnitude would at least merit an example of that case.
Try as I might to picture a game where Daniel's points were true, and seize by force missing did not trigger any other effects; I can't see it working. Again, I'll reiterate a previous statement, the game plays very smoothly with a select one on miss and prepare for the worst. I liked the change there, it's cool because it gives them some agency in the fallout, even if the fallout kicks their teeth in--at least now their action's momentum (and cost) still carries weight into the worst's outcome. If this isn't the case, it seems... game breaking to say the least. At minimum, the way I MC would be totally ruined and I would need to learn again from new baseline... once that was understood. ( I had players miss hard rolls all the time, it's one of the most interesting parts of conflict--for both me and them )
We might just have to see what lumpley himself says about what his intentions were.
EDIT
requoting:
http://apocalypse-world.com/forums/index.php?topic=7552.msg34019#msg34019Paul: Only the basic moves leave misses unspecified. This was true in the 1st Ed and remains true in the 2nd. "The MC makes a hard move on a miss" only applies to the basic moves, and always has.
New to the basic moves in 2nd Edition: when you read a person or read a situation, you still get to ask 1 question on a miss, before I make my hard move. This is because I always played it this way anyway.
In the battle moves, yes, when you're defending something you hold, on a miss you can choose to hold it decisively. When you lay down fire, on a miss you can choose to pin Dremmer in his shed. Yes, this is better for you than "on a miss, choose 0," and if keeping Dremmer in his shed was the entirety of your objective, then yeah, you've done it even on a miss. I think you've understood correctly how it's supposed to play out.
The general pattern is: moves that are more dramatic on a hit, more heroic, are more risky. There are several moves that are freebies, including laying down fire (but not the seize & hold moves, because of the exchange of harm, just as you've realized). This is because laying down fire puts you as a player into a supporting position, not a heroic one, and I want to reward that, not punish it, even on a miss.
Oh and Hobbesque, no, the battle moves won't advance.
-Vincent
Though reading that quote of his again has made me think the "choose and and prepare for the worst" was the intention all along. If the sole objective is to keep a guy in a shed, and you choose keep definite hold of it, that choice doesn't get revoked in the miss. Meaning you definitely do it. Of course if it was seize by force, it means you were actively exchanging harm with someone else while you do it. So that exchange of harm happened, and HARD MOVE. So long as the hard move doesn't contradict the choice, it's exactly that.
Following the stated general pattern. Seizing that castle by force is definitely a very heroic and risky move. It seems crazy that this was lumped together with the other support freebees on purpose.
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Lets take an example:
Molly has been captured by a brutal gang. She's been dragged around and subjected to all types of brutishness, but she finally has her hands free. She's in the middle of the camp, and getting away is going to be really fucking hard. But there's a cutting knife over by the fire and if she can get to that, maybe she can keep a stray hand from dragging her back into the dirt. That's when a large bunch of them get distracted by something.
She's got a choice. She can screw getting close to the fire to get the knife, and just try to sneak away. (act under fire). Or she can dash up and grab the knife, and race away full tilt. If she can get to the edge of the camp, she knows she can outrun them. (size her freedom by force).
Outcomes: ACT_UNDER_FIRE
10+ She gone's
7-9 She got half way out but someone saw her, so she took off but might have a few of them in pursuit.
Miss She crawled around the corner and while looking over her shoulder behind her, bumps her face straight into the gang's chief. Shit.
SEIZE BY FORCE
10+ She's got the knife and bolted, some of them tried to stop her but--exchange of harm. She chooses, seize, less harm, intimidate. Slashing at some of them and maybe slashing a few tires as well, she does her harm to the gang, no one dead but a bunch not really wanting to chase that feral thing down. She takes some harm when one of the clocked her, but that's in the past. She's free.
7-9 She's got the knife and bolted, same as before, but this time she's nursing some fucking nasty cuts since she had to suck up more harm to get out.
Miss NO HARD MOVE
She's got the knife and bolted, she's got some nasty cuts and they weren't intimidated, so maybe some of the are chasing after her. She'll definitely outrun them though because seize definite control.
Miss HARD MOVE
She's got the knife, right? I mean, I hope? Well I'm going to turn the move back on her. As normal I'll select two from seize by force to use against her. That's easy. Suffer less harm and scare the shit out of her. Well, she goes up to get that knife and some of them see her before she grabs it. One of them shoots in her fucking direction and now she's off fighting through them without. She does no harm to them in her escape, and the hands grab at her and beat her down, but she still choose, seize definite, so in the end she fights her way through it all gets free and out runs them all. But she's got these nasty cuts and they're still bleeding, she's utterly terrified of them, and she's still unarmed.
TAKEAWAY
Seems to me like Cool's moves work out great. They're solid and easy to narrate. The hard moves however, that's where we're looking. In either case, if she's willing to suffer the harm, she WILL get away. That's understood.
But the how of it? If the first case it true the only difference between missing and 7-9 is the emotional state of the gang. ???? Eh???? Also why ever sneak off if you're a player character and have access to a medic somewhere? 2 harm is cheap for that sort of guarantee.
In the second case, even going with a really vanilla example (EVEN with no cool: Oh, look who they just dragged into camp to cause that distraction!) the scene's got a lot more color. There was a consequence, and a lasting one, with an emotional tax on the character now that's going to be more fun to explore.
Seems to me like the obvious choice is the obvious one.