Isn't PbtA all about "applying rules flexibly"? I mean, very little is defined to any mechanical extent; most of the game is based on GM fiat.
Sort of. But it's not so much about applying the rules flexibly, it's about applying the
flexible rules consistently. Essentially what PbtA systems do is say, "here are some tools that are handy for telling compelling stories about cool characters." And they do that by abstracting all of the simulation-of-reality stuff that has a tendency to bog down a lot of traditional RPGs.
One of the key concepts to consider is that of the "inconsequential roll." This is a roll whose outcome (either success or failure or both) leads to no change in circumstances. A good example of an inconsequential roll is a missed "to hit" roll in D&D - all that means is that you have to try to hit again. Or a failed "spot" check, or anything that uses a multiple roll system to resolve tasks the characters might undertake where time is a factor (i.e. roll once each turn until you amass X successes).
By design, PbtA games largely do away with inconsequential rolls. It's not a matter of making a separate Climbing check for every 10 feet of cliff you want to ascend; in a PbtA game, you make
one roll and the result of that roll dictates what happens. Treating this as
acting under pressure, if you hit a 10+, awesome, you've scaled the cliff. If you hit a 7-9, you've scaled the cliff but it has cost you something (the Keeper is going to offer you a worse outcome, a hard bargain, or an ugly choice). And if you miss, the Keeper is going to make as hard and direct a move as he or she likes (inflicting harm, capturing someone, separating the PCs, taking away their stuff, etc).
But here's the important part - whether you succeed or fail, the underlying fictional situation has changed. "I try it again," is almost always the wrong answer. If you are doing your job as the Keeper correctly, those successes and failures (both) have
consequences, and those consequences have tangible effects in the fiction. This is what Vincent means in AW when he says the best moves are those which are
irrevocable. The "ugly choice" is pure magic for this; you can kill the monster, or you can save the kid, but you can't do both - which is it going to be? Whatever you decide, there will be repercussions.
If you come with a "prepared plot" in mind, the rules will fight you.
I've seen a lot of comments like this and am still confused by it. The MotW rules actually recommend a lot more preparation that I often do for games! You are figuring out what will happen in each place, what the role of each NPC is, how the monster will be defeated...lots of stuff that I wouldn't normally plan in advance!
I think
KidDublin handled this one well, but I'd just like to add that it's best to give your NPCs/monsters solid motivations and then just turn them loose. As the players do stuff, the NPCs/monsters will react, and their plans will change by necessity. Because players are players, you might have no idea what they are going to do, which means you don't know what the monsters are going to do in reaction. Hence the term, "play to find out." If you have a rigid "Clue X leads to Encounter Y leads to Clue Z leads to Boss Fight Omega," what are you going to do when the players kill the guy in Encounter Y who was supposed to give them Clue Z?
Instead, just set up the situation, the motivations, the rough initial plans (this is essentially what your countdown represents), and blast off. Re-evaluate at every step based on the PCs' actions (or inactions).
In practice, I think you *could* skip some opportunities to make moves, but, generally speaking, it's a good idea not to.
Like, in last game the PCs decided they wanted to get into a locked room that was actually totally irrelevant; they'd seen a "bad guy" try the door, but that was because he was confused about which door he was supposed to use. So, was having there be nothing interesting in that room be "skipping" a move?
Getting into that locked room is a perfect example of an inconsequential roll; don't do that. Unless succeeding or failing to enter that room will have some consequence, just let them do it. And in doing so, give them some information that gives some insight into the NPC: "Yeah, you force the lock in short order. But the room is just a supply closet. Mops, buckets, bleach, big rolls of toilet paper. You wonder what he could possibly have been looking for, and if not finding it is important."
But a better way to handle this is to highlight the NPC's confusion up-front: "The guy stops in the hall, visibly indecisive. He takes a few steps one way, then stops and turns around, trying the door on the left. When he finds it locked, he looks a little panicked for a second. Then he tries the door on the right, finds it unlocked, heaves a sigh of relief, walks through, and closes it behind him."
You do this because the important part is not that one of the rooms is irrelevant, but that the NPC is confused.
In terms of what moves are appropriate for minions or monsters, your basic Keeper moves are always appropriate. It's totally cool to have the minion stab a PC with a syringe full of sedatives - that's you inflicting harm as established, one of your basic MC moves.
Wouldn't 'harm' be the game keyword? I figured that was for doing damage with weapons, per the comments about how to handle things if one party in a fight isn't fighting back.
And its not a minion move, which I assume are meant to limit what minions can do.
Why is that a monster can 'attack with stealth and calculation' while a minion cannot?
Ah, OK, I think I see part of the problem here.
You have a list of basic Keeper moves, right? These are ALWAYS appropriate. You can do these at any time. So long as you can follow the fiction along its appropriate course, you can do this with any agent. So if one of your Keeper moves is
capture someone, then it's totally cool to have a minion be the thing that captures the PC, so long as it is fictionally appropriate.
Where the monster moves versus minion moves are important is in shaping the scenes. So
attack with stealth and calculation describes how the monster makes its approach - but minions don't attack that way because they aren't smart enough. They can both attack the players, it's just that monsters are more clever about it than minions (who are more of a blunt-force tool).
Example: The PCs are investigating the scene of a supernatural crime. Looking for clues, one of them makes a roll to
investigate a mystery and completely flubs to roll to the tune of a 3. Using this opportunity, the Keeper chooses to have the monster
attack with stealth and calculation, and narrates this as, "You're looking around the darkened basement for anything that can give you some insight into what happened here. At one point, while Mort and Kevin are busy examining the victim, you notice a few fresh drops of blood some distance removed from the body. Nearby is another blood smear. A few feet away is another - they seem to lead to the basement window. As you're intently examining the latch mechanism for any signs of forced entry, there's a sudden, hostile presence to your left - more felt than seen or heard - and you are struck."
What the Keeper is doing here is using the monster's move to set up the fictional situation. Because the monster is using stealth and calculation, it is making its attack from a hidden position against an opponent who is separated from the rest of the party (rather than merely charging the entire party). What this means is that for at least a little bit of time, the PC who flubbed his roll is fighting the monster on his own, without help. And because you can make as hard and as direct a move as you like on a player miss, it's totally kosher to have this attack actually land and do damage (or have some monster-related custom move effect). And at this point, the Keeper (acting as the monster) has done something, and conversation shifts to the player, which you indicate by saying something like "A tentacle wraps around your chest and something sharp is jammed into your stomach once, twice, three times. What do you do?" At this point, the player does whatever it is he or she is going to do, maybe makes some move, maybe just screams for help and tries to get away, whatever. Dice might be rolled, then maybe conversation reverts to the Keeper. He does something as the monster, then maybe he asks the other players what they're doing while the monster is mauling their friend. Or maybe since this is a stealthy, calculated attack, the monster just gets in a single hit and then vanishes before the PCs can react.
Does that make sense?
This move is all about using leverage to get someone to do what you want. The important part here is the leverage...
From what I've heard, 'leverage' is used in other PbtA games, but it isn't mentioned in MotW. The 'manipulate someone' move seems to be all about 'I'll give you X if you do Y'. Now there's nothing inherently wrong with that. Its just that, when I was talking with my wife whose been playing RPGs with me for about 20 years about this, neither of us could remember a single occasional in an RPG where "I'll give you X for Y" happened in a game. This doesn't mean its never happened for us, just that it was never memorable or interesting. Whereas occasions where a character has tricked someone, bluffed someone, seduced someone, made an emotional appeal to someone...that's like pretty much every session!
But don't you see? Seduction is "I'll give you seX if you give me Y." ;) An emotional appeal is "You'll make me happy if you do Y." A bluff is faking that you have a gun and saying "Do Y and I won't shoot you." A bribe is straight-up "I'll give you X if you do Y." Blackmail is "Do Y or I'll e-mail these photos to your wife." These are all cases of an "exchange," and
manipulate someone is the appropriate move for all of them. You just need to be more open-minded about what you're treating as the "currency" used to make that exchange.
* Weapon Tags: Most of these are relatively self-explanatory, but where they really come into play is in helping to work with the fiction to either describe what can happen or what has happened (prescriptive versus descriptive). So if you have a weapon that has a tag of "hand," but your enemy isn't within arm's reach, you can't use that weapon to hurt them (prescriptive).
Yeah, but as you mentioned, there's no definitive timing or location. So "I dash across the room to stab them" isn't "harder' in any sense than "I reach out my arm and stab him".
Ah, but that's the important part - depending on the fictional situation, it's entirely possible that it
is harder to dash across the room than to reach out your arm. For instance, unless teleportation is a thing in your setting, dashing across the room is assumed to take some (non-specific) amount of time - what is the
monster doing while you're dashing across the room? Or maybe the monster is a squid-like mass of flailing, ropy, barbed tentacles whipping every which way. So yeah, you can attack the creature's body with your knife, but first you've got to get close enough to do so. That sounds pretty freakin' dangerous, doesn't it? So maybe crossing that distance is more complicated than just the player saying, "I walk over and stab it," because that doesn't fit the fiction. Instead maybe it's some ducking, rolling, bobbing, and weaving to close the distance without getting mauled, which sounds an awful lot like
doing something under pressure to me. This involves making a roll (and suffering the consequences)
before you even get the opportunity to make an attack. But if you had a pistol instead of a knife (with a tag of
close instead of
hand), you could maybe just shoot the thing and
kick some ass might be the more appropriate move.
"Balanced" is a little more esoteric (and not present in AW, so I'm venturing a guess here), but weapons that are well-balanced tend to be very quick to bring to bear. I'd almost treat this as the opposite of
slow. Between the guy with the regular sword and the guy with the
balanced sword, maybe the guy with the
balanced sword gets to take the conversational lead when the situation comes to blows (i.e. he's the one who gets to make the roll to
kick some ass rather than the other guy). Or if you're fighting an NPC or monster, maybe the
balanced weapon lets you get in a hit first before the real mano-a-mano violence starts.
Does this help?