Yes, that’s the move from Urban Shadows, @jasonlutes. I’ll note that in Urban Shadows, Persuade an NPC is a move so central to the core style of play that it’s been given mechanics for interacting with the primary meta-currency of the game (Debt). So I don’t know that it’s the best example to compare against.
Apocalypse World 2e might be a better comparison:
SEDUCE OR MANIPULATE
When you try to seduce, manipulate, bluff, fast-talk, or lie to someone, tell them what you want them to do, give them a reason, and roll+hot. For NPCs: on a 10+, they’ll go along with you, unless or until some fact or action betrays the reason you gave them. On a 7–9, they’ll go along with you, but they need some concrete assurance, corroboration, or evidence first. On a miss, be prepared for the worst.
As I think about it more, I think the issue for me in running the Negotiate move is a collision between old-school, roll-based GM adjudication and the meta-structure of the PbtA move.
When you ask someone to do something that goes against their better judgement, roll…
On a 10+, they’ll do it; on a 7-9, they’ll do it, but only if you concede something meaningful in return; on a 6-, mark the ability used, and they’ll have none of it— time to try another approach.
In my Freebooters game, PCs are always trying to influence the NPCs, and I need a randomizer to help me determine the NPC response, because it could go in any number of directions. But the stakes aren’t such that the NPC would make the PC ‘concede something meaningful’, and certainly not so high that the NPC would ‘have none of it’.
So, I’m faced with a) not having any roll and deciding the NPC response based on my whimsy, b) rolling Negotiate and not having the results really make sense, or c) stepping outside the PbtA and making a 2d6 B/X reaction roll to give me perspective.
The real problem is that the PC isn’t necessarily triggering the Negotiate move, but the situation does demand some randomization. I’ll note that I play exclusively in PbP, so it’s much harder to have a quick table conversation about it.
Where I think Seduce or Manipulate from AW is successful is that it says ‘give them a reason’. With that there, my player can communicate that reason either ICly or OOCly, and it will often make it reasonably clear to me what the NPC response would be for any given result. Negotiate is a different move, and I really appreciate how it tags different attributes for different styles of Negotiating. But I’ve been running into situations where things aren’t necessarily ‘against the better judgment’ of the NPC, but the PC is asking them for something, nevertheless.