I’m not familar with Smell Gold or heritage moves. So far I only MCed DW the core game. Ok and I also had a bit of misunderstanding. You were talking about PCs not NPCs. But that’s not the point.
For the “power level” of moves that you point out I thought about it in terms of hardscrabble fantasy vs high fantasy, not about the difference between OSR and PbtA.
I think that what people really like in PbtAs isn’t about mechanical bits or resolution rolls, those are just the tools that Apocalypse World and other games that came before and after it introduced. PbtA to me is most of all about:
- clarity in the game’s goal (Objectives and Principles)
- the story-forward mechanisms, where 7-9 is just an application of this principle, not the only way of doing it
So from what I see there still is a big elephant in the room. How can you marry story-forward with OSR’s creative problem-solving since they are basically opposite things?
I have my humble proposal on this. It’s just an idea but Jason and all you guys let me know what you think: how about a codified Judge move like “Give them a problem to solve” or something similar to encapsulate the OSR principle into a task (or a thread knot)? This would be an explicit rule that force the Judge to declare to the players “this is something you will have to solve without moves”. Maybe to be applied to crucial puzzles in the fiction? I don’t know, where do you OSR buffs think that lie the most important applications of the principle? But I think it’s crucial to build this “thing” into something limited (ES a move), and not letting the approach colonize all the system. Otherwise the story-forward mechanisms already in place in the game would clash with it.