Apropos of nothing, I find myself fascinated by the different *modes* of DW play. The scale is no doubt a lot finer, but here’s what I mean:
Player: “I run down the falling yard-arm, grab a length of loose rigging, and swing around in an arc, slashing at the pirate captain with my cutlass!”
Epic mode GM: “Roll Hack and Slash” (The set-up is just “cool flavour” that helps give the game an epic, over-the-top sort of feel, where even Parley has anime action lines).
Fantastic mode: “That’s a defy danger to run, grab, and swing, let’s start with that.” (You try something improbable? Let’s roll to see what actually happens).
Realism mode: “You tumble off the falling yard-arm, and narrowly missing the deck, plunge into the cold salt-water.” (No roll offered, because the move “snaps the suspenders of disbelief”, which are quite tight in this case).
Now the last is sort of a bad example, as if the “mode” is understood and agreed on between the GM and players (and it should be) this certainly represents a disconnect. It isn’t supposed to come across as punitive or petty though, rather it’s a reflection of the principle “Fighters just can’t punch out the Apocalypse Drake *unless* there’s some pretty hella crazy mojo going on with their fist.”
I think I’d like to play around with a dimension or alternate plane where the “setting” is very different than what the players are used to.