Which way to you actually play? Do you treat failed/partial Kick Some Ass results as open opportunities to do something unpleasant, or do you always deal damage?
On a partial, the rules are clear that the hunter and whatever they're attacking trade harm. As part of that harm, I can make a harm move choice that disarms the hunter, and
fictionally, I can narrate that disarmament as "the hunter drops their weapon because of the pain" or "the monster grabs the hunter's weapon." I don't see that latter choice as being any different that disarming a hunter as the result of an attack.
On a miss, I absolutely use that as an opportunity to do something unpleasant. Sometimes that "unpleasant" is direct harm, sometimes it's indirect--say, I have the monster throw the hunter into a big rusty pile of bear traps. I'm
separating the hunter from his buddies (and from fighting me), and I'm absolutely applying
harm as established.
I think we've pretty well established that nobody here actually strictly follows the rules. :)
I disagree! We've established that the rules are written and applied
broadly, by design. When we tell you that the
investigate a mystery questions can apply to many different kinds of clue, that's not a deviation from the rules--those questions are meant to work that way.
But once again your comment kind of confuses me - you say that I "just let your players ask whatever they want and see how it works" - but aren't you advocating that that's exactly how its supposed to work?
I made that suggestion for two reasons. 1) Because it's your game, and if one component isn't working for you you can ignore it. In this case, I think if you ignored the question list it wouldn't "break" the game, as long as you demand fictional details for whatever question the hunters try to answer. HOWEVER... 2) I also think that if you ignore the move's list your hunters will still ask variations on the kinds of questions supplied there. They may not literally say "What kind of monster is it?", but that will be the point behind some of their questions anyway.
Often, when I run MotW, my hunters will roll
investigate and ask something as their character--"Say, where do these big heating vents lead to?" They've not asked a question straight from the list, but we both know that the choice from
investigate a mystery would be something like "Where did it go?" or "What is being concealed here." As keeper, I answer as though they'd made an explicit choice from the list.
But, its not like the PCs couldn't meet someone somewhere else, right? A motivation defines what is most likely to happen there, which to me is exactly what the prep for a normal RPG is doing - except that in a normal RPG, you'd spend time on figuring out the useful details, which increases the odds that things will be consistent, won't be skipped over or bogged down, etc.
I agree! Of course the PCs could meet someone somewhere else! But, the motivation serves as a reminder for you that--in this case--this specific location has
fictional underpinnings that make it particularly good at providing opportunities for meet-ups.
I'm not sure what useful details you'd supply in a "normal RPG" that you wouldn't in MotW--can you elaborate?
Whether or not the PCs "MUST" go there is highly situation. There won't be many places that PCs MUST go..but if, for example, there's a swarm of alien bugs and they need to destroy the hive, it is very, very, very likely that they will go to the location of the hive to resolve the situation. That's pretty much a "must", and its going to be in MotW as well as in anything else, right?
They might go to the hive. They might not. I'm playing to find out what happens, and I'm not making any assumptions about what the hunters need to do. I've written the hive up
in case they go there (and, yeah, my writing it up certainly means
I think they're likely to visit), but I'm not doing any extra legwork outside my agenda/moves/principles to get them there.
Maybe the Professional calls in an orbital strike, nuking the hive from the comfort of his home. Maybe they ignore the hive and the entire world is overrun by giant larvae (at which point we port all the hunters over to Apocalypse World and keep going). Who knows? Certainly not the keeper.
Wait, that's not fighting me - I WANT the PC to go there! That's the point! The NPC has noticed this transmission because this is info that I really want the PC to have, so I'm thinking in advance about how the PC will get that information. If the PC gets to it another way, that's great.
I agree! My point was that if you followed your "plot" strictly and forced the hunters to go to the city before discovering the signal, the rules would fight you, because the rules demand answers even when you hadn't planned on giving them. Since you wouldn't ever run a session like that, you're in agreement with PbtA/MotW principles here.
Good planning isn't meant to limit, its meant to keep you from being stumped in the middle of a game!
Yep. That's the sort of planning MotW asks for.
Well, players can do ridiculous, suicidal or absurd things in any game system, but I think its reasonable to assume that you'll be playing with people interested in doing reasonable things with their characters, and invested in pursuing the genre. But yeah, in D&D you could set up a city and dungeons and whatnot and have the player decide to go be merchants in a far off land. In Call of Cthulhu your characters could decide to immediately flee the country at the first hint of something supernatural. You Star Wars pilot could decide to vent all the air on the spaceship just because. In any of those cases, its a good time to stop and check your expectations. :)
I agree, to a point. MotW has a specific "buy-in" the players need to agree on--you will be monster hunters, the main action of most sessions will be investigating and killing monsters, and monsters are particularly tough creatures with special weaknesses you need to exploit. Just FYI, other PbtA games aren't as stringent with their buy-in. In Apocalypse World, if your players want to up and leave the big, multi-faction war that's been brewing for ten sessions, and drive off to the next state over, they're entitled to do so.
There's nothing unique about players being able to interfere with things though. Getting information is based around being able to logically do so; most RPGs would have you able to use skills to get info logically available. Setting up to kill a protected person is probably easier in MotW than in, say, D&D 4e where a determined party can set up some really effective - and very mechanically defined defenses. An NPC you want to keep alive in MotW can probably take way more damage than PCs can dish out before they can escape and there's not going to be any huge damage swings, while in Savage Worlds damage rolls can explode out to any value, so a stray thrown knife could get insanely lucky and kill an elder god!
Yes, many other games let players find information
if it's logical to do so, and available. MotW lets players find information when the keeper has only a dim sense of its availability. If a hunter hits on
investigate and supplies the right fictional explanation, I'm obliged to give them an answer, even if I didn't consider that the vampire left some bloody rags at the scene of its last attack.
I might have no sense of the
availability of that clue before the hunter starts investigating, but their fictional positioning and the rules compel me to make those rags (or something like them) appear. My prep informs the sorts of things the hunters can investigate and roll for but, likewise, the results of their moves inform what information is and isn't available. The rules forbid me from saying "you find nothing" when a hunter hits on
investigate.
Your second point about "protecting" NPCs and "keeping them alive" is a little unclear--could you explain a bit more about the comparison you're drawing between MotW and "most RPGs"? To me it seems you're saying it's easier, in MotW, to apply
the rules for bystander, minion, and monster creation to create an NPC that the hunters cannot eventually kill (or otherwise remove from the action).
That may well be true! However it's not an issue, because your principles say that "nothing is safe." Even if you
can protect an NPC using
the rules, you shouldn't, because your
agenda is to "play to find out what happens" and to make sure that
nothing is safe.