The Gunlugger and The Driver are surrounded by Balls’ gang. They have their grenade launcher and pistol, and a motorbike that fits them both. It’s dangerous, but they have options. The Gunlugger bites their bottom lip and looks across the army in front of them. The player reads a charged situation and gets a 4. What happens next?
I have a lot of thoughts on this. In fact, Read a Sitch and related moves are my current FAVES in PbtA. My thanks to Shane for summoning me here.
A Two-Step Process
The rules say that the player gets to ask a question, but should prepare for the worst. So it begins with the player asking a question.
Before we do a hard or soft move for the failure, we have to answer this question. In answering their question, I have to play by the rules. I have to play by my Agenda, Principles, and Moves. Always say what the principles demand, what the rules demand, right?
The thing is, whenever we’re talking as MCs, we HAVE to be making a move. Use your answer to Put someone in a spot or tell them the consequences and ask or announce off-screen badness.
But there’s two other Always Says: Always say what prep demands, and what honesty demands.
Honesty and Prep in this case refer to the internal consistency of the game. And they’re important. Baker, himself, includes in the text for Read a Person:
“Dude, sorry, no way” is a legit answer to “how could I get your character to…?”
This is in the same vein as the rejection of Quantum Ogres. You don’t have to invent stuff in response to Read a Sitch. And this is a good version of turn their move back on them.
“What’s my best way out?”
Fuck, dude, there isn’t one. You’re cornered.
“What here is useful or valuable to me?”
Nothing.
“Who’s really in control here?”
Exactly who it looks like. No surprises.
(Side note: you can do this on successes as well! The +1 Forward and truth is the reward, there’s no guarantee that you’re going to get the answer you want!)
Then, the part two of the two-step, is the Hard Move that’s authorised by the failure…if you want.
How to go hard on failures
Pacing is a really important consideration when running PbtA games. The snowball can lead to games running a mile a minute the whole time. Having the ability to let the game breathe when it needs to is as important as having the game be oppressive when it needs to be. Night Witches taught me a LOT about this. The game is too intense if you’re always pushing the hardest of hard on the failures, and a part of that is without the context provided by quiet moments, there’s no joy in the chaos.
Read a Sitch often (but not always) comes in during a period prior to action. Surrounded by the gang, we know action is coming, but for now we’re breathing. If I roll a 6-, do I want to leave the game breathing or do I want to escalate? And that question is intensely personal to the game and the type of MC that you are.
Escalating can lead to Suddenly Ogres. What’s your best way out? No time for that, Balls shoots you in the chest, take two harm. The fight starts. What do you do?
If you don’t want to escalate though, it’s okay for your 6- to just be bad news. It’s okay to not be poking wounds every time you open your mouth. The principle of Respond with Fuckery and Intermittent Rewards is 1000% about getting players excited to engage with you, rather than terrified of your MC Bullshit. Reward them sometimes. It fucks with them even more.
This Isn’t Nothing Happens
The reason it’s okay to go gentle on failures in Read a Sitch, but not REAAAAALLY in Discern Realities is that in Apocalypse World, you can only read a charged situation, which means that there’s still drama. Shit, we’re surrounded, it’s charged, I read it. Oh bad news, no way out? Well…it’s not nothing happens because we still have the charged ambush. You’ve still put someone in a spot. This is strictly different to Dungeon World, where Discerning Realities can occur in an empty room with no pressure, where failure kind of needs to push the game forward. Momentum will always exist outside of Read a Sitch.
The One-Step Process
In contrast to the two-step (answer question, make hard move), there is a version of the MC response where you react to the question with the worst news. This is a lot like murderous ghosts, the best game ever (not really, but maybe?).
In this version, the player asks and you chuckle “Oh ho ho, it’s the worst case scenario!” This is what the DW community calls “worse than it seemed”.
“What’s our best way out?” You spot a opening! But as you move to it a sniper hits you in the leg, stopping you cold. Take two harm and what do you do?
“Who’s in control here?” That’s right! It’s not Balls, it was in fact your friend and confidant Marie! She arises from between the gang members gloating at you, she’s had this planned for months!
This type of MC decision is more likely to bring out quantum ogres than any other. Good when you have no prep, bad when you have something for honesty to demand. There’s an attraction to it, which is probably more of a rejection of “the dreaded railroad” than an good-hearted attempt to generate better play. A rejection of our lineage, rather than an attempt to make something our own. It’s a misreading of play to find out what happens as a decree to always be reactive to the players’ desires and to never think ahead. Play to Find Out What Happens doesn’t mean the fiction is mutable on every roll, it means:
You have to commit yourself to the game’s fiction’s own internal logic and causality, driven by the players’ characters. You have to open yourself to caring what happens, but when it comes time to say what happens, you have to set what you hope for aside.
It means that if there’s no way out and they ask what’s the best way out, playing to find out what happens means putting what you hoped for aside and saying “The best way out is to surrender, or fight, dangerous and bloody.” Playing to find out what happens means ending with “so, what do you do?”
There’s no canonical approach. It’s going to depend not only on your MC style, but on the tone of the game you’re playing, and the immediate needs of your story. The first roll of the game being Read a Sitch is going to demand a different narrative than it will as a roll in the middle of a all-out firefight.
Always say what prep demands, what honesty demands, what principles demand, what the rules demand.