So one thing I’ve noticed in running several sessions of DW is that moderate-to-high level spellcasting PCs are brutal about taking down solo threats. Between Charm Person, Sleep, Polymorph and Hold Person, it’s like you’re one 7+ from instantly incapacitating even the most dangerous of bad guys. And I mean, yeah, I could just always make sure every villain is part of a group, but that seems like an unfortunate dramatic compromise to me… I like final bosses, y’know?
Any thoughts on the matter? How do you, as a GM, both be a fan of the characters while still filling their lives with adventure in the face of such capabilities? (I have some ideas but I’m interested in hearing what others have to say regarding it.)