How do you reflect in the language of Adventure Fronts a situation where the main reason the adventurers are doing stuff is “because it is there”?
Here is a specific example to illustrate the point. “The Sky Chain” dungeon starter from Fine Mess Games (available on the link). A primary reason adventurers might choose to climb the Sky Chain is simply because it is there. The starter indicates this is a motivation; there are several precious commodities listed only found up the chain, and the flag planting move shows there is competition for who can climb the highest.
However, this doesn’t fit well with concept of a Front. There are not really any grim portents or impeding dooms, per se, at least not as initial motivation; they could appear later. There will be dangers on the way up, of course, but it is not necessarily so that they will be capital “D” Dangers.
Maybe the rules are suggesting that adventure “because it’s there” is not what Dungeon World is all about, and that’s fine with me. Also, I know I can run things without an explicit Front. I’m just wondering if other people have noticed this, if they have done something differently to account for it, and any general thoughts people might have about it.
(Name check Marshall Miller since I am using one of his starters as an example)