I think some perspective from the horses' mouths might help here.
@darkbard and
@Nephis , I summon you Pikachoo!
When this scene happened in our Dungeon World game as a result of Maraqli's Spout Lore, would you describe it as "a scene edit?"
If you would/could, answer that question from two different perspectives:
1) Would you describe it as a "scene edit" mechanically? I'm referring to the nature of the generation of content itself. Did it feel like you were taking the shared imagined space and editing it. Did it feel more organic than that? Less organic than that?
2) What was your actual cognitive orientation toward that moment of play? Were you inhabiting Maraqli and Alastor up in that inhospitable mountain range at camp 2, dealing with the desperation and serious fallout from the events that had just transpired to put you in the spot you were in? A thought about your past and an exchange about a possible answer to one of your many worries? Or did that move reorient you cognitively to (I won't say your names but your actual names) a framework of "I am x and y persons in real life and we need a forge to repair armor so lets press this 'maybe get a forge?' button"?
3) When you trekked out to try to find it and discover its nature...how did that feel? Downstream product of a scene edit? Did it feel like cheating? Did it feel jarring? None of those things? Why or why not? What were you focusing on when all of this was happening?
I believe your two have become three? That head cold must be pretty bad!
1. There is nothing about the process of play that had/has me thinking about this moment of play in terms of a scene edit, mechanically or with regard to the fiction. In the week between game sessions, I (playing Alastor the Paladin) and
@Nephis (playing Maraqli the Wizard) talked over the desperate situation our PCs were in, how our desire to summit the looming mountain and confront the spellcaster whose necromantic energies had expanded to threaten not only the child prodigy toy crafter Alastor had sworn to protect but the very fabric of magic and reality themselves was compromised by Alastor's various woes: HP damage and debilities accrued through combat and adventurous derring do, armor damaged by a dracolich animated by the wild energies of the spellcaster. The inhospitable environment, our protection of a train of beloved NPCs, and the looming threat of the spellcaster's magic spread our time and resources thin, and so we brainstormed what we might do to deal with these various pressures, what resources at our disposal in this game might be skillfully deployed to rebalance the scales a bit more in our direction. A means to repair Alastor's armor seemed an obvious possibility, and, considering the fictional framing (mountains, remote and inhospitable, posing a challenge to those who might approach), seeking out a Dwarven Forge of puissance, sequestered away from prying eyes (and potentially inhospitable to us as outsiders, but also potentially able to be brought into allegiance with our quest against the spellcaster) seemed a reasonable Move. Nephis had Maraqli, as a librarian raised in a monastery at the base of this inhospitable mountain, wrack her memory for anything in the vicinity fitting the above description, the aforementioned (and now legendary?) Spout Lore Move: "Didn't I read something in my studies at the Library about an ancient Dwarven Forge near here, where we might be able to repair Alastor's armor?"
This felt like thinking about the current situation of the game's fiction, stepping back and considering the working of the game's various mechanical interactions, and then reframing a mechanical input into a fictional input into the scene. Creation within the shared fiction, not editing. Filling out further details in a loosely sketched out (but nonetheless visceral and evocative) location. Is that organic or inorganic? It felt like playing the game as it's meant to be played, the various participants contributing to a shared fiction via the means at their disposal, Moves, mechanical outcomes, principles, etc.
2. I touch on this above. Additionally, I don't strive for inhabitation of character as the be all of RPGing and, in fact, consider it a bit of an impossibility. But I as player certainly
felt the desperation of the forces stacked against my PC in the situation and sought a way to alleviate some of that.
@Nephis, playing Maraqli, thought about how her PC's accumulated knowledge might pertain to the current situation.
3. When Maraqli rolled a 10+ on her Spout Lore move, it felt like a minor victory, a shifting in the balance of the forces pressuring us in various ways. But it also brought with it, subsequently, additional pressures through some failed rolls in crucial situations that demanded deciding between continuing our current course of action or aligning with Bjorn the giant (who now attended the Forge) in his fight against an ancient dragon that decimated his home settlement in return for his aid in repairing the armor, a Quest that nearly led to a TPK and put particular pressure on my Squire/Rising Messiah NPC Cohort.