I'm probably not answering your questions yet, but I'm not ready to go there. Here's a block of text, read it, think it over, look back over your past questions and decide: are they still valid? If so ask them again. If you've more pressing questions, ask those instead. Why did I go here? Because I had an inkling that we have fundamentally different approaches to what it means when we say, make a hard move.
After reading your reply, this is definitely one of the places we differ in a major way.
Now I understand why you're confused and asking me really odd questions.
More importantly, has the danger been telegraphed beforehand?
The only thing established was what I told you. They’re going really fast down a mountain and something happened to provoke a "harder" move.
Did the player already have a chance to respond to this danger, or make a decision to face or avoid it? If they did, it's kosher - it's a "golden opportunity". If they did not, then it's not - it's a "hard move".
See, No. This is not what I mean by a hard move at all. This is definitely at the root of our failure to communicate. This distinction you’re putting here is what I call, legal move vs illegal move. Not soft vs hard. Let’s go into detail.
My take on the four are:
1.
Bad MC. You don't surprise a character with death or the destruction of all their things. I consider this type of threat action a no no, in any situation. You do not introduce the edge of the road, at the same time you throw the character off of it. They need to be involved in that conversation, even if it's "I buckle my seat belt".
2.
Very Hard move.They've just been told they've lost their truck. That's "take something away" in a very irrevocable way. It's very hard because they might also die, and they might lose a lot more too. Depends on the stakes, But no matter what, pain is coming and loss is here. The only reason I think this move is okay, is that by driving stupid fast down a mountain, you already know you're putting your truck as risk, thus establishing some expectation of it crashing. This is a known stake / risk.
3.
Hard moveSolid hard move.
Put someone in a spot. They're about to get lit up. The road that way is barred. They're on a mountain going fast, and now they've got baddies filling their vision. This is a great way to respond to them missing a move, or leaving themselves exposed, or for having pissed off that warlord a day or so ago. Whatever they were going fast to avoid / to get to, just got fucked up.
4.
Extremely hard move, borderline unfair.You do not deal harm to a player without establishing it first. Breaking a windshield's pretty low on the totem pole, killing an NPC is definitely something that's fair game at all times. But, hitting the truck with enough harm to do all that, especially it you're dealing harm to the character? That needs to be something they saw coming or knew was a risk. If they knew that was there and rounded the corner anyway, sure, harm established and dealt as a hard move. But I still wouldn't do it like this.
---------------
So In light of this information. I don't make what you call "hard moves" at all. Even on a miss. I make moves that follow the principals given to me, targeting the stakes defined by the fiction, and make "a move" that makes the story progress by irrevocably changing the scene.
I think of hard like: how hard is it to for the PC to swallow what just happened, but NOT how hard is it to believe that just happened.
If you feel cheated, then I’ve done something wrong as your MC.
Something that is bringing violence to bear, is always a hard move. A hard move, is any move that is driven by aggression, violence, etc. If the player was doing that, would they roll for hard for it? If so, we'd collectively call this a hard move. In my games, you don't want to be the guy getting shot at, that normally means this new things is going to dominate your life if not take it or cost you something you worked for. Threatening to shoot your friend isn't a hard move, but holding a gun to his head while saying that is.
A soft move is like, the warlord collector is there buying the tank you just pulled the jingle together to get, what do you do? Cause, that sucks, and its irrevocable (he's there now), but maybe you can still deal. If that's the guy you were going to kill with the tank? Well, maybe this is getting closer to a hard move. But it'd definitely be a hard move if you walked into the store, arms full of jingle, and ten guys surrounding the warlord draw guns on you while you soak in the scene.
-------------------
So before we both get into anything else. I want to make sure you're clear where I stand on this. I never introduce danger via harm. I never introduce threats via the destruction of the PCs things. I introduce the threat if these dangers, and then they act on that impulse, and the player gets to say / see / do something as it is happening. I've never had the need to be harder then this; even in very high action, dangerous adrenaline filled scenes. My players would probably have killed me if I had been, there are plenty of other ways to make a story
_move_.
I make Moves when it’s my turn to speak, so the world keeps moving. When a player misses, I tend to make a direct move against their things, their groups, or their person. I break them apart and put them at risk, showcase throwing something world changing at them. I never totally blind side them, no matter how bad the stakes were when they missed that roll.