AbdulAlhazred
Legend
In DW there is no 'map and key' of any kind. I mean, its not excluded as a possibility, but it isn't a specific thing. There are fronts, which include threats, and which are made manifest in play through dooms, which are GM soft moves. So, basically the fronts give you something to say when there's a point in play where the narrative has reached an inflection point and there's a need for something new. They can also serve as a kind of 'news from home' kind of thing where the PCs may be ignoring a front entirely and they would perhaps hear about a doom. It might even have some effect on their situation, though if the players have chosen not to get involved it probably won't rise to the level of a serious problem for them.In the 2nd ed copy I have, threats runs from page 109 to page 125 and explains how to prep threats, listing examples. It's definitely prep. There's even a threat map placing for instance a certain village south. There's a focus on stakes, questions and impulses. I find these words (at the end of the section) quite important
@Imaro the prep for a game like AW (I've only played DW just to be clear) is different from traditional D&D, but not that different from other modes that D&D is played in. It's quite like some modes. Again, there's definitely prep. That bare fact is right. It's only very limitedly map-and-key (there is a radial map and some threats are keyed to directions).
There can also be threats that are not really associated with any fronts, those are likely to be located on a map, or simply show up as GM moves when it would be appropriate. That would likely be where any 'keyed' things would be located, but AFAIK this is a very typically small fraction of content. I guess it could loom larger in some games.