hawkeyefan
Legend
The 5e DMG is pretty light on that kind of advice and so it wouldn't surprise me if most principles/advice from Dungeon World could be incorporated into 5e play without doing anything against the DMG advice.
So if you take the list of principles from Dungeon World that @Helpful NPC Thom posted and think about how they would apply to 5e, some interesting ideas come up.
- Draw maps, leave blanks- you can do this in just about any game; it suggests to define the world loosely, and leave room for new things to be introduced as needed/wanted. However, take a published adventure or similarly crafted work of the GM's and this becomes more difficult.
- Address the characters, not the players- nothing stopping you from doing this in any game, really, and I imagine many who play D&D will do this.
- Embrace the fantastic- this seems obvious, but I think that it's good to keep in mind especially for people who have been playing D&D for many years; familiarity doesn't always go along with fantastic
- Make a move that follows- this one is more specifically aimed at the mechanics of Dungeon World, but to translate it to 5e, it would be about establishing danger first, and then following through; and while that general take on it might be helpful to keep in mind, 5e kind of fights it structurally with its rounds and turns and initiative and the like.
- Never speak the name of your move- keep the focus on the fiction. I'm not crazy about this one and how it would apply to 5e because I think 5e works best when the players have a sense of the mechanics. The nature of the game and how it works means that there can be a lot of variables. In DW, by contrast, there are less such rules, and the GM moves are consequences of rolls made by the players, so this advice makes more sense.
- Give every monster life- probably useful advice in 5e overall, but sometimes the game will make this very hard due to the need to have many fights. Obviously, this can vary a lot from table to table, but I imagine most D&D games will feature more monsters than the average DW game. It kind of ties into what I said about familiarity and the fantastic above.
- Name every person- I'd say this is good advice in any game.
- Ask questions and use the answers- this is great advice in general, but the way 5e functions by default fights this hard. So much of the game is about taking on challenges and obstacles or learning backstory that's created by the GM. Where is the maguffin? Why is the duke out to kill the king? Who's rallying humanoids in the fell forest and why? These elements are almost always predetermined to some extent if not completely by the GM.
- Be a fan of the characters- you can do this. It's not about being unfair, but is about recognizing that the PCs are the stars of the show.
- Think Dangerous- this works just fine, I'd say. It's about putting the characters in the crosshairs. Make the world they inhabit dangerous and challenging in whatever way is suitable.
- Begin and end with the fiction- this one kind of touches on the same things as Never Speak a Move's Name. It's about letting everything flow from the events of the game. DW and 5e will likely go about this in different ways, but the advice can apply to either.
- Think offscreen, too- I suppose this one is about what many call a "living world"; it's aimed at thinking about what happens outside the immediate scope of the characters; how their actions and everything else that happens in the game may ripple out and have impact. Or even about how unrelated events may develop along the way and how they may come into play.
Edited to Add: Well, poo.....looks like @Ovinomancer ninja'd me by a few minutes while I was typing.