When do you think is correct to skip forward in time to the next interesting scene in Dungeon World?
I was thinking how well dungeon world codifies GM procedures through agenda, principles, gm moves and I am now wondering if it also encompasses “time moves” or if there is value in doing that.
By time moves I mean narrative expedients such as summarising what has been happening, jumping forward in time to skip the boring bits etc.
I think you answered your own question; it is “correct” to jump forward in time when you’re skipping over the “boring bits”.
But is it codified in dw like the other moves?
I don’t recall it being in there, but I don’t know if it needs to be in there, though. “Fill the characters’ lives with adventure” is one of the three agendas, and if you’re having to skip past the boring bits, you aren’t really following that agenda.
There doesn’t seem to be a montage move, but if the players agree they don’t want to roleplay a section, it could be great. The OneShot podcasts use these to great effect, describing what happens in large panel shots without any rolls. Adds color, keeps it live.
What Chris said. There’s no specific move, but I think it fits in with Fill Their Lives with Adventure.
In other AW hacks I’ve worked on, I’ve explicitly included a principle like “zoom in and out to match the interest of everyone at the table.” I like it there as a reminder and a specific technique.
It’s almost not really necessary, though. I find that when i follow the structure of the game, and make moves that follow the existing principles, I end up skipping to the interesting parts (more often than not, at least).
It’s interesting how some time skipping is regulated (go on a perilous journey,
make camp) and other is not.
Skip forward when no interesting choices are left. If all the choices remaining are boring (Do they get horses or ride a cart? Which inn do they stay at?) then make the choices for them.
It’s at least part of the dungeon moves.
You should definitely do that.
Tim Franzke which move is that?