What sort of story telling techniques do you guys implement when running Dungeon World so that you don’t get bogged down in NPC interaction?
Despite having ran various games in various systems over the years, I still feel like a fairly inexperienced GM when it comes to mastery of pacing/nuance. I know from experience in our campaign that DW really sings when you’re dungeon crawling or fighting off monsters, but a lot of what we’ve done in this campaign so far has revolved around cities, and cities equal people, and people equal conversation. I feel fine when it comes to roleplaying NPCs, so I don’t think the quality of my NPCs is in question, but I need to find a way to minimize the need for NPCs and maximize the action while still telling an interesting story.
I’m fairly certain the answer to my question is to take the adventure away from the cities if I’m feeling that our sessions has too much NPC interaction, but maybe there’s a way to run DW in an urban setting where social interaction is a thing while still managing to give the players things to fight.