Vincent,
As always, thank you for the answers. This topic boggles me a little, because I generally feel like I have a very good handle on the way AW operates, but here it seems like I'm missing some basic information to even engage in the discussion. I'm not sure why that's the case.
Paul, I said it already: I changed seizing by force in order to put it into position at the head of the new battle moves. This requires it to put more of its consequences off into the snowball than it did in 1st Ed, to make the opening for the other moves to lead and follow it.
Ebok, "moves snowball" has always included the possibility of disruptive, frustrating, arguably unfair moves on a hit. That's not a change from 1st Ed.
Both of you, you know how you've been doing it before now?
Doing it that way has always been allowed by the rules, and still is. It's never been required by the rules, and still isn't. If you want to keep doing it that way, awesome! Now you know that you didn't have to do it that way, but you certainly still can!
-Vincent
Here's what I don't understand (and I believe I asked this from the start):
How does this change affect the game? Does play "feel" different? Does it change the characters' actions or possible actions and consequences?
Ebok is getting at some of those potential changes, but it doesn't seem like s/he (Ebok) is talking from a place of experience. I'd love to hear from someone who has played with both sets of rules and is aware of the differences (including Vincent, of course).
Your first sentence suggests that this is a meaningful difference. What does it mean to "put off consequences into the snowball" when designing (or re-designing) a move? What does this look like, how does it affect play? This is a really interesting aspect of AW's game design I haven't heard described before, and I'm not entirely sure I understand it.
"This
requires it to put more of its consequences off into the snowball than it did in 1st Ed, to make the opening for the other moves to lead and follow it."
I'm not sure how changing the way its miss clause operates changes how other moves might
lead into a Seize by Force. What about
following?
I'm looking at the Battle Moves, and the only one I can see engaging immediately after a Seize by Force (and directly because of its outcome) is Single Combat. I'm not entirely sure how that would happen, but I can probably imagine a few rare cases where that would happen, if I get creative.
So, presumably defining the miss clause and giving the MC a chance to forgo making a move improves the flow of battle somehow. Is that the idea?
In what way is it significant to make "basic moves" open-ended on a miss, but not other types of moves? I've always assumed that moves received "standard" or "spelled out" miss clauses either because a) they were narrow enough in context (unlike basic moves) that they didn't need that flexibility (e.g. "Shoulder another vehicle"), b) to help MCs who might struggle with coming up with a new "miss" result each time, c) (related to b) when a move doesn't have a really clear or obvious "miss" based on context (e.g. 'in-brain puppet strings', 'dangerous & sexy;), or d) to make a move less "punishing", to fulfill genre expectations (e.g. 'artful & gracious').
Playbooks moves, for instance, seem to follow these guidelines (or something similar). Many/most do not "spell out" what happens on a miss except in such cases.
In the 2nd Edition, all non-basic moves (but not playbook moves) seem to be spelling out their miss results. Since "Seize by force" is no longer a basic move (a decision I like - as a headline "battle move" it connects the various parts of the system nicely), it has also received this treatment. Does this mean that we're supposed to be using or applying it differently in play than we did before?
The opening of your post suggests that, yes, we should be. But how? I have no idea. I also don't know how this will improve play.
At the end of your post, however, you say that, no, we can keep doing it exactly as we have been. I know how to do that, of course. But I have no idea how that might be - conversely - harming or holding back my play.
This is what I'm trying to get at.
More generally:
While I appreciate the advice to "do it however you want!", it really doesn't help me (or other readers/players) figure out what to do with our previous expectations for misses serving as a "silver platter" for hard moves. What's the new guideline? Or is it left entirely to our "MC instincts"?
That's the first issue: how does this affect the conversation of play?
Currently, I feel like I'm being told to throw away a very useful tool, with no clear sense of what replaces that tool in play.
The second issue is one of risk/predictability, as Ebok and noclue suggest. Is something gained by allowing this kind of predictability in play? If so, what?
I can understand the value in a game which gives "guarantees" to its players when they make certain moves. That can be used to hammer certainly moral decisions or make statements about the nature of the "game world" ("your insights into the subject matter"). But this doesn't seem to be the case with most other moves in AW - is there something particular about
Seize by Force which indicates this being an important change?
From what I understand about the "genre" of Apocalypse World, if anything, I'd expect "go aggro" to carry a more predictable "payoff" move than Seize by Force, if anything, not the other way around. What makes them different, instead, as this new version indicates?
What is the design thought behind this change, in other words?
Was it a recurring problem, for instance, that PCs engaging in Seize by Force felt it was too risky and punishing, and a decision was made to "soft-pedal" the misses? (If that was the case, I never saw it in my games, but perhaps I'm the outlier here, and that's why it feels funny to me.) In every example I can remember you (Vincent) wrote up of a miss on a Seize by Force (e.g. in the book itself, and also in forum examples), the outcome was far more punishing than "choose 1" suggests to me. (For instance, in an online example, you suggested having the MC choose 3 options against the PC, which, clearly, is a far more desperate outcome for the player.)
I would love to hear that playing AW often led to situations which were undesirable or suboptimal because of the way the move worked, and this improves that. If so, what are they, and how? I would love to hear that this is a conscious decision to change some dynamic of play, so I can (at the very least) make my own conscious decision to use it or go back to the 1st edition playstyle.
Saying that you can do either, as you like, isn't really helpful to anyone who's wondering about this (which is several people, at least, as this thread demonstrates)... until we have a sense of why we might choose one over the other, and what the advantages or disadvantages of doing so might be.
I suspect the response might answer other questions people have had about the other battle moves, many of which share this sort of "generous" miss clause. (Or tend to engage a calculation of harm as a balancing mechanism instead of fictional priorities, like "Single Combat". That's a tendency I've seen in many of your design notes and other game drafts, Vincent, so I suspect there's some underlying thought to it! I'd love to hear more about that.)
Thanks, again, for engaging in this conversation. I think it's pretty important for playing running and playing AW, and I also think it's very interesting for any designer or hacker of AW.
If you have the desire or energy to start a thread about this in "Roleplaying theory, hardcore" or "blood & guts", I'm sure lots of people would find it fascinating, too!