Hey, have you read this? If not, you should!
It’s a great post by John Harper about “The Line” between details the GM is responsible for and details the player is responsible for, and how that affects both the questions you ask as a GM and the options you build into custom moves. Really smart stuff that’s heavily influenced how I play DW and how I write moves.
It’s about Apocalypse World rather than Dungeon World, but I’d say everything in it applies equally to both. You can even see Sage LaTorra in the comments asking about earlier versions of the Undertake a Perilous Journey move!
http://mightyatom.blogspot.com/2010/10/apocalypse-world-crossing-line.html
I know it is more about custom moves than GMing techniques but what I take away from it is: Don’t hand over narrative authority to the players without providing context. Ask leading questions to give them something to work with.
Horst Wurst Yeah, totally. I’d take it a step further and say: never ask a player a leading question, ask the character.
subbing, shall contribute later 🙂
On second thoughts I don’t have much to add. But I do really like the way you’ve summarised that Jeremy Strandberg. I’ll have to see how it goes in game, implementing good advice is a skill in itself I find.