If you want to get your players to do something, dangle a carrot in front of them.
If you want to get your players to do something, dangle a carrot in front of them. “Do this, and you get XP.” Even if that something is risky or unpleasant. Dungeon World offers rewards for risky behaviors (XP on a miss), resolving your bonds, and the end of the session questions. Straightforward and unambiguous, be an adventurer and XP is your reward… Plus the loot too.
In my games, I like to emphasize the goals and motivations of the characters. Being an adventurer is dangerous, often absurdly so. Who would give up a life of safety with their loving friends and family to sleep in the mud beside the road and have goblins shoot at them? What is so important that it is worth killing or being killed for? Every character should be able to say, “I want X, because Y, and I’ll accomplish this by Z.” For me, that is what I would make as part of the End of Session move.
– Did we, as a group, make tangible progress towards our group’s goal?
– Did I, personally, make tangible progress towards my own personal goal?
– Did we learn something new and important about the world?
How have you changed the End of Session questions? What things do you consider worthy of baiting with an XP carrot?