Ovinomancer
No flips for you!
This is very much not how the game is intended to run, but sounds awesome for a 5e game.She was aware that something was letting strange creatures into the forest, and she had a message inviting her to visit an old friend.
She decided that the friend was on another island (the setting is an archipelago, which leaves a lot of evocative blank spaces.) But first she wanted to understand what was up: what wasn't in its right place. I took this as DR and on her 8 introduced an ominous stone. We're all fans of EarthSea so the possible implications drew on shared themes.
She decided to haul it out of the river and that it had some markings. I went with that - no roll - because it suited my agenda. That's where we left off. We'll resume today or tomorrow.
Ignoring the framing of friend sending a message, the DR move on an 8 plus should have resulted in a question asked and answered and then a complication that generated more play. I don't see this. I see that you handed off a stone with no answers, and then ignored any future play. The 8 should have generated a soft move on your part -- a move that required the player to address the issue. This isn't present -- it just reads like you told a bit of story you thought was cool (and the 'fit my agenda' aligns here) and was done. Time to move to the next bit of story you think is cool. Again, nothing wrong with this in general, but it's not how DW is intended to work.
And a moment to discuss what "agenda" means in DW. It's not that you have a plan for how the game will go, but rather that you have a set of guiding principles for play. The agenda in DW is given to you by the game, and it's not story related at all. It's explicit. It is 1) portray a fantastic world, 2) fill the characters' lives with adventure, and 3) play to find out what happens. 3) absolutely and completely stands against the use of agenda that you use here. "Play to find out what happens" is a bit of a term of art, but it's commonly mistaken for "I don't know if a task will succeed or fail, so when I have the players face a dragon that's ravaging the land and if they beat it they'll find out that it's being controlled by this demon who's trying to end the world with this specific plan they'll have to foil, but I'm playing to find out what happens because I don't know how many hitpoints they'll lose in the dragon fight or if the mage will cast fireball or lightning bolt!" This isn't it at all.
This is very clear -- I've said as much. I've also said that this approach for DW is not according to how the game tells you to play it. I have no idea what you mean by "world immerionist" as it implies that anyone not doing what you do isn't worried about this.The fact is, my style for D&D just isn't that far from my style for DW. We world immersionists have had to find our own path.
The thing here is thinking that cohering, overarching themes are only capable via your approach, or that the way DW tells you to play it doesn't create this. I see it often mistaken that the GM's prep is the only way to achieve these goals of play. It's not. I can absolutely understand saying "I prefer it if I'm the one that comes up with the stuff," though.What I largely like to own as DM are cohering, overarching themes, and I love mapping imaginary places. The archipelago has several seas and two main towns... that's about all I currently know about it. The overarching theme is "the fraying wall" (that separates planes.) I don't know yet why the wall or walls are fraying, but I have decided that if they fray completely things are going to change dramatically, affecting the whole archipelago.
This is often a response from someone that hasn't grokked how different play is under a different approach, and assumes that all play is pretty much just like how they play. I once held the same opinion -- about 6 years or so ago. This is, I was wrong then and you're wrong now. It's not a matter of purity -- this is a mistake of all approaches being similar and so differences aren't that big. It's actually very different from soup to nuts.I get the feeling from my own and others' play that what you say here is very true. But then, I suspect a totally pure style is either a chimera, or just not that important.
When I run Aliens, I know what's going to happen. I have a map, I have a plan, I have aliens, and I have events that will be occurring. I'm running to both entertain my players with this plan and to see how they deal with my plan. Between sessions, I'm prepping these things, and they will almost always be used.
When I run Blades, I have no idea what's going to happen. I show up with no prep on hand except a quick review of the current faction chart and clocks running (all of which were determined in prior play, not prep), just to be current. Play is going to be what play is about -- the players will decide what they want to do and I'll follow along. I'll pay of things that the games says it's time to pay off, and introduce new things when the game says it's time to do that, but I won't know what's next until we get there, together. D&D players think this is chaos, and can't be coherent, because it's not planned to be so. They also think this is hard because they're imagining how to improv all of their plans in every moment. But it's not this, at all. It's easier on me as a GM to run Blades than Aliens (or 5e) -- lots easier -- because I have a system that enables this and I lean on it. The players have to do a lot of work here, too, and that's work that I'm usually doing in other games. It's not free form improv, either, because I just need to follow the fiction and the characters and push against that.
Reflecting, I suspect we traverse modes. But say; if one cannot use one's experience of the games in question, or video of sessions run by the designers, or the testimony of third parties, then it would seem one must be mute, seeing as they lie in an obscure country, seen through glass, darkly.