I didn't mean it that way. Sorry if my sarcasm got in the way of explaining myself.
I will admit that I had difficulty reading that as sarcasm. That does help explain things better and (hopefully) cools things down.
But if you don't realize how defining "moves" as what do you do is confusing I'm not sure what to say.
It comes from playing board or card games, which includes common phrases such as "It's your move."
I have no idea where the term "fronts" comes from is another example, maybe there's some reason that word is used I'm not aware of.
The term "fronts" in Apocalypse World came from its real world usage in war and battle: e.g., "battle
front," "war
front," etc. But as threats and conflicts can represent more than "war/battle," it was shortened to a "front." Incidentally, this is also the context where "fronts" were adopted into describing weather: e.g., cold front.
I never said D&D was perfect. But a lot of D&Disms are more along the line of abbreviations. AC instead of armor class. Even if a newbie doesn't know how armor class works, they can intuit what it's related to. In addition, this forum is a D&D forum.
Meanwhile I've taught multiple newbies D&D over the years, I even have group of (mostly) newbies I just started. As long as I remember to not speak in abbreviations they seem to catch on quickly. I do forget now and then and one of the newbs was totally confused as to why we were discussing Critical Role (CR) when discussing how difficult a beast was for her druid. But other than that? D&D, especially 5E, is pretty good at avoiding code words. Some of the concepts may be more difficult, but for the most part the words mean what they would normally mean.
IME, some common ones off the top of my head: Saving Throws, Hit Dice, Spell Level, and even Checks.
Maybe DW's wording doesn't seem obtuse to you, and I didn't really want to go into detail on my issues with DW because saying why I don't like something is bound to get people's hackles up.
It can still be somewhat obtuse or wonky to me. I haven't entirely internalized it. I get it now, but I know that it still catches people off-guard when they first encounter it: e.g., +1 Hold, +1 Forward, etc. There are a number of terms that originate from Apocalypse World, which Dungeon World brought over as one of its earliest adapters.
But statements like "the game follows the fiction"? That's kind of meaningless to me.
I could see why you may think so, since this may seem somewhat banal in its obviousness, but these are also mean to be shorthand phrases that point back to the explanation of these principles in greater detail.
We could also look at the
Principia Apocrypha: Principles of Old School RPGs by Ben Milton and Steven Lumpkin, which includes some similarly terse principles:
- Rulings Over Rules
- Don't be Limited by Your Character Sheet
- Scrutinize the World, Interrogate the Fiction
- Embrace Chaos... But Uphold Logic
- Ask Them How They Do It
IMHO, don't underestimate the value of principles in helping teach people how to play the game or adopt the appropriate mindset for play. The good PbtA and OSR games excel at teaching their play principles. I do think that one reason why I can get into PbtA, FitD, OSR, and some other games is because they are upfront about their play principles.