So I just wanted to share a mechanic my group has started using that worked very well for us and I believe could work for others who have played RPGs that use initiative. I found that Dungeon World was just a bit too chaotic for my group during combat, with everyone wanting to attack several times and some people not wanting to speak up over other players, etc etc. So, my answer to those chaotic groups who are accustomed to initiative is very simple:
Before anyone starts to argue with me about the cinematic narration of Dungeon World, I know that is what is intended and I appreciate that style of play. This is just what works for my group.
With Action Tokens, I give each player the same, small item (It doesn’t matter, as long as its something they can associate with being for their action) and when combat comes along I make them spend their action token in order to do any item that isn’t Defy Danger or another simple or reactive move. Pretty much any move that deals damage or some combat effect requires the use of their token. Once all of the players have used their tokens, then they get them back to be used again. The last person who spent one has to wait for at least one person to spend their token before they can spend their token again, so they don’t get two hack and slash moves in a row or whatever.
So then we just repeat that process until combat ends. I just wanted to share our method so maybe other groups could benefit from it or alter it for their own purposes. If you want to state your thoughts about it, thats cool too, but thats not why I posted it. If you’ve made it this far, thanks for the read!