Munin: Lumpley has already said definitively that there have never been officially defined "hard moves".
I disagree with the assertion that "there are no hard moves in AW2."
Don't get sidetracked by the words "hard move", I'm simply disavowing the term, not the narrative equilivent. I need to do so, because I associate it with a miss inherently now, for years I have not made a "hard" move unless they missed, which in retrospect was idiotic. My statements above DO NOT suggest that an MC shouldn't make a move, nor that that move shouldn't be hard / aggressive / and irrevocable, simply that the fiction should dictate if we make that action, not the text of the move.
( ...I deleted some unimportant rambling here... )
This is the important bit:
... when a player’s character hands you the perfect opportunity on a golden plate ...
Your in-brain puppet strings example is a perfect example. I fully agree with the move you suggested after this examples miss. We are definitely provided a golden opportunity when a player deals harm to someone they didn't intend to hurt. However, note: This move does not have the text
be prepared for the worst, and does not need it for us to see the opportunity there and use it.
The text
be prepared for the worst on some of the moves are saying, that regardless of the fiction, when you miss a roll on those moves, something bad will happen. This isn't needed on seize by force, because they're already suffering harm (an opportunity), dealing harm (an opportunity), we've plenty of hold adding to the stakes (potential opportunity) and a followup harm move (more potential opportunity). This action has immediate fictional consequences and motivations all of which provide more opportunities to make a move against them. If you make it meaner because they miss to reinforce that? All the better! Using the hack above you should still do this, even with the miss condition as listed.
The only thing putting
be prepared for the worst on a miss for seize by force does is: declare that something bad must always happen on a miss, and implies that something bad should not happen on a hit. This doesn't add any value to us or the story. Your quote already covers part of how the principals demand we act. The move not restating this doesn't make those principals any less prevalent.
Paul T: Someone trying to seize a button by force is a
bad use case for seize by force. In the past it might have been an okay choice, but in AW2 is most certainly is not. The clearest example is this: If a move is a good descriptor, it should work in PvP too. In PvP they can prevent the other form pushing the button so long as they're alive. God damn. Look at that, with hold on a miss its always contested period, meaning this is simply a test of HP. This is evidence that we shouldn't rely on this move to solve the problem, not evidence that AW1's move was better (they do things differently now). Consider the case where an enemy wants to push two buttons, and the player wants to push two others, perhaps in this senario: they are fighting to seize all of the controls by force. Seize by force might work here, because if neither of them get the thing, that's actually a partial success!
...seizing definite hold is tremendously important and immediately impactful.
Sure it is! And in those cases, you might need to hit a 10+ to fend off an enemy who is just as dedicated to getting the thing. Especially since they're suffering more damage to do so! AW combat does revolve around Armor and Harm, they're basically defined by it. But you don't just have to bash someone in a battle, you've got a whole slew of battle moves now, and whole bunch of fictional pressures you can use too.
Seize by force is engaging with your enemies to achieve not one but all of the stated objectives. It is useful for describing battle, not tug of war or a race. People punching each other and wrestling over a button using seize by force should be an HP based thing. If they wanted to skip knocking the other person out or killing them, they should go for the button instead and Act under Fire. This is doubly true because in the case of the button it is not about total seizing control (you really don't need that...), its about just getting enough time to smack it once.
If you have poeple racing to get to the button, and smacking and punching each other along the way... I would suggest the following:
Although a Simple Act under fire could work vs NPCs, you can even decide that they trade harm as established while doing so. But if you want something more clear, write it up:
Violently race to claim a prizeWhen you violently race to claim the prize, exchange harm and roll+Hard.
On a 10+ you get there first, choose one.
On a 7-9, you get there first, but they choose one.
On a miss, you don't get there first and they choose one.
Against a player, both of you exchange harm and roll+Hard.
On a hit, you get there, and who ever rolls highest get's there first.
If you beat your opponent by 3 or more, choose one.
If you both miss, be prepared for the worst.
EDIT OOPS!
choices: • suffer less harm, • inflict more harm