Okay, I just had a eureka moment today, and I am a bit embarrassed about it.
But Bonds…
They’re Dungeon World’s version of Beliefs from Burning Wheel.
I’ve been using them correctly, but I never made the connection.
That’s why a Dungeon World starting adventure is basically one sheet! That’s just the backdrop. I mean, the system doesn’t require as much prep either. But that’s where the story will engage. Bonds!
I know, you already knew this. But how cool is that!?
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To clarify my earlier post, Bonds provide an opportunity for the players to shape the story. Like Beliefs in Burning Wheel.
Well, bonds are like beliefs in that even if you didn’t consciously engage with them during the session, you’re encouraged at the end of session to reflect upon your actions in light of them, and discover the new myth that has existed all along.
They certainly provide an initial handle for the GM to ask some questions, but the GM is spoiled for choice in that regard since every playbook’s starting moves also include something to ask about and the scenario has its own prompts.
And, I mean, you can just ask the players to shape the story. “Yeah, you discerned the hell out of the realities about the poor naive mercenaries whose souls are bound to these haunted war orders. So how are they bound?”