However, I'm not sure how far to take this concept. For example, then, why do we need the concept of "hard moves" and "expect the worst on a miss" at all?
You don't and as Lumpley has said, there have never been "hard" moves in AW1 or AW2, that was something the community devised on our own. It's just flavor to spice up the moves, and provide a sort of balance to the action. I think we can both agree when the player or the MC looks at a miss and sees that line of text, they're going to know it's time for some bad shit to take place. That suggestion is prompting the opportunity for the MC to make a move.
I think what 2e was suggesting is... in battle, that bad shit is all around and already taking place, thus many golden opportunities for brutal surprises (hint: use them). This is the only way I can look at it, since many of these battle moves in the new print don't seem to have risk/repercussions built in.
edit ==> All moves should be irrevocable in their own scope. You never want this to happen: the player makes a move, fails, and you do something -- and now the player just tries again the same way hoping for a better roll. Your move should irrevocably change the situation. If you announce badness, ignoring that means badness happens, and either way, badness comes. If a PC leaves something behind in an Act Under Fire roll, he shouldn't be able to just say, tomorrow I walk back and pick it up and walk away. Whatever forced him to roll, and the repercussions of that roll, should be in play and be irrevocable. Tomorrow he might go looking for it, but that's also an opportunity to barf forth more apocalyptic.
If you're teaching someone to MC AW, how do you explain to them when to make hard(er) moves?
When the fiction demands it / when there is a great opportunity for it, including the times when a player misses a roll. Even in battle, a player's miss denotes that they are only able to exert influence on a limited thing, which means everything else they failed to do AND everything they didn't address is somewhere they're not in control. Take a look back at Munin's moves quote, it still applies with or without the flavor text.
How might we handle things differently based on a 1ed vs. a 2ed view of "hard moves", and how does each approach help the MC make those decisions? ... How would we handle this, instead, using this idea that "hard moves can just happen in battle"? How do you, the MC, decide whether that second guy shoots the PC or not?
Let's break down your scene:
NPCs Motivations (questions to ask/answer yourself about them)
Pursuer:
• Does he know who the PC is/ identified them?
Let's say yes.• Is he aligned with the guard at the door / same faction?
Let's say yes.• Is he ready to fire the second he see's anyone? strangers? Or just the PC?
Just the PC• Is he willing to accept surrender?
Let's go with NOPE! + Rage• Are any other guards / threats in the immediate vicinity?
Yep• Has he already raised the alarm?
YupGuard:
• Does he know the PC?
Nope• Does he think he can take the PC?
Uncertain• Is he willing to die for whatever he's doing?
Nope• Is he willing to kill for whatever he's doing?
Yup• Does he even know how to fight?
He thinks so...One we have the answers to these questions, I think the NPC's set up is pretty clear. The guard chasing the PC is going to gun him down, the guard at the door is far more likely to run the fuck away then die here, but it going to at least try.
So what is at stake with the roll?
• Unless the PC chooses deal more harm, the guards armor means he wont be critically injured / dead.
• Unless the PC seizes the door by force, he'll have a second guard throwing bullets at him right now.
• Every point of harm the PC suffers, he'll have to live with. This scene doesn't seem "close to over" so that's an important calculation.
• If the PC chooses to intimidate the guard, the guard will not be willing to join any gang / action against the PC right now, and of course, his fear might spread to other new recruits that... could consider... trying less hard to be up close and personal.
Alright. So now we've got the stakes! (This isn't something I ever work out ahead of time, I pretty much already know the stakes of a given roll / figure them out as everyone's talking.)
But we're not exactly done yet. What we should also consider is this, as they do not depend on the PC's roll:
• Do the PC know what's behind that door / being guarded?
• Does that door represent an escape, or a temporary reprieve / prison?
• Are there people with guns that also want to shoot the PC on the other side of this door?
• If the PC doesn't get in, are there any other things around to try to use for cover?
• What's behind the PC? Like if he decided to go the opposite way?
As the PC is deciding what to do next, if they read a sitch you might share some of that information with them. If they dont, you should share all the immediately observable information. The build doesn't have windows. Six meters down the road is a dumpster that's thick enough to count, Ten meters further is another street, more hiding places, and more guards.
-----Info dump finished-------
Now to answer your question. We've already decided that we're going to use seize by force to solve this. There is no really big difference between this move in 1st ed and 2ed other then that the PC can always achieve a single objective, rather then total defeat. I'm going to use my version of seize by force for this first.
Hit Player gets to choose 3. He basically beats the shit out of the guard, isn't hurt very much, and gets through the door. Best possible outcome. If there are people inside that building with guns, this outcome still fucking sucks. If there's no way out, it still might spell the end since he just imprisoned himself ... with whatever's in here. Since he could open the door, so can another guy, so it's not exactly secure.
Partial [Mine] Player gets a choice. He picks 1 or He picks 2 and the NPC picks 1. This could be tricky depending on what else is happening, but I'd consider picking intimidation and suffer less, let the guard pick 1, and aim to tackle the real threat before I get boxed in. BUT you've already said that he wants in this door.
So we know the PC chooses: •
Seize definite hold. He
really doesn't wanna get lit up by the other guy.
So the question becomes, does he choose to give the guard something else to scare him, kill him, or take less for it?
Quick run down:
Player says that's good enough. I pick just one. We say: The guard at the door joins up with the other guy yelling he's in here! And He's immediately trying to open the door. I hope our PC thought this through, since that door'll be open the second he stops holding it shut. Probably before he could even throw something heavy in front of it. And there's a big gun on the way too. Oh right, and now we tell him what's inside-- sort of, if it's also aiming a gun at him or might. (otherwise I'd let still shit stay still until the PC says he looks)
Player decides he wants to pick 2. We know his first choice was to
seize definite hold and get inside. So the Guard tells him. I SUFFER LESS HARM, because he really doesn't want to die, we describe his actions being rabbity and half-hearted. That simplifies matters. Now the player picks:
• You suffer more, cause fuck you. (
back to the above example, but the player knows more about the guard, and the guard knows more about the character)
• I suffer less,
(but the guard still joins up with the other guy)• I impress you,
(so the guard flee's after getting whooped)Momentarily, for purposes of example. Let's say the guard was different and the stakes were different. The guard knows if he lets anyone in, he's dead anyway. So the player first picked I TAKE DEFINITE HOLD. The guard picks I KEEP DEFINITE HOLD (canceling each other out). So the player decides no you don't!, I TAKE DEFINITE HOLD AGAIN and gets inside anyway (back to pick 1). Or fuck this guy DEAL MORE HARM and kills the bastard and then does for the door, but maybe he's also under fire*.
* I'd probably only deal harm on for this cool rolls on a miss, and on the partial have instead the player leaving something important (but probably not essential) outside next to first guy's corpse.
Either way, we have a lot of description that's been provided by the picking of these options. Even when the player just picked the same thing again, we got to see a struggle take place. The reason I wasn't worried about the move saying: pick one or pick two and... at first, was because the player had still had another choice left, and a countered move being reselected sounded fine by me. Same thing in the end.
Partial [AW1] He gets in and shoots the guard in the face.
Partial [AW2] He gets in and shoots the guard in the face.
(or the other options like suffer less, but the guard doesn't get any stake in the result, so it's basically decided without them.)
Miss [Mine] He only gets to pick 1, but first the guard gets to pick 2.
This is the traditional case where we turn the move back on the player. The guard says I KEEP DEFINITE HOLD of the door and INTIMIDATE the shit out of the player in their violent tussle. The player now picks... he can push back into the guard and contest the door, but he wont get in before the gunfire and he'll be doing that under fire of the intimidation too. The player can kill the guard, but he's still shaken and exposed when the machine gun rounds the bend. The player can suffer less and race for the dumpster... (this is abiding by the intimidation so no other penalty) Or he can intimate the guard right back, leaving both of them lizard braining the next actions (though I'd probably consider the guard going inside and slamming the door in this case).
Either way, the guy with the machine gun rounds the corner now and starts trying to execute the player? With the guard still outside though? Maybe that provides the PC a second to try to dash. Without? PC is still dashing but the violence meter is higher.
Example: PC races for the dumpster under gunfire from both of them / one of them (depending). 10+ barely safe, but still in the shit. 7-9, PC suffers harm (probably at -1) and makes it around the bend. Miss: PC suffers harm (full) and doesn't get there because ...
Or PC claims the door under fire of being shaken, and then under fire from the gunfire, probably leaving something behind and getting shot in the process. I've never actually had a character acting under fire, under fire of something else before. I might consider that just a -2 interfere to his roll to keep it simple, or just ask the player which they prefer... dunno! Never considered it before.
Anyway, that's just one option. The guard could choose many things.
Miss [AW1] The player fails utterly. Maybe we turn the move back on them and then have the other guard round the bend. Maybe the player is forced backwards and ends up between both of them. Maybe the player gets disarmed, maybe other guards come from around the corner way down the road, leaving the PC surrounded. Who knows, but the PC's world is fucked right now.
Miss [AW2] The player gets to pick 1. He says, I GET INSIDE. The guard is immediately grabbing and trying to tug the door open yelling to the purser that's he in here. Maybe we have other enemies swarming the outside, while the PC holds the door closed and tries to see where the hell he is. Either way, this still sucks, and he's got the results of a harm roll from the seize with the guard to contend with too.
Miss[AW2-choose one and prepare] The player gets to pick one. He says, I GET INSIDE. But we can turn the move back on him leaving him in much worse shape then he was and maybe shaken too, and then there's the harm roll. But if we do that or not, it's still pretty much exactly the same as AW2 results. Both provoke the MC into making the situation more dire.