Aldarc
Legend
I don't worry about this either when playing Dungeon World. The game fiction moves forward simply through the process of play. As a GM, I do much as you describe. I set the stage and the PCs do what they want.I don't worry about the game fiction moving forward. I set the stage, the PCs do what they want. That stage is full of interesting things to interact with.
Neither are most PbtA games.I'm not telling a story.

I think that the language of "to tell stories" misunderstands what's going on in PbtA, though I may be misunderstanding what you mean by narrative structures. Very much like OSR games, PbtA games emphasize emergent story, playing to find out what happens, and explicitly resist GM story-telling:I understand what moves are. Or at least I believe I do. But PbtA games seem to be using narrative structures to tell stories.
You’re most certainly not here to tell everyone a planned-out story.
This is how you play to find out what happens. You’re sharing in the fun of finding out how the characters react to and change the world you’re portraying. You’re all participants in a great adventure that’s unfolding. So really, don’t plan too hard. The rules of the game will fight you. It’s fun to see how things unfold, trust us.
(Dungeon World: GM Agendas, p.161)
Your agenda
When you play Stonetop, these should be your goals:
The game’s rules and structure assume that you are pursuing these three goals, and no others. This isn’t a game that you play to win. The game doesn’t expect you to optimize your character. It’s not a game about testing your skill, and it’s not a game where you show up to be led through the GM’s story.
- Portray a compelling character
- Engage with the fictional world
- Play to find out what happens
This is why I'm resistant against the language of "to tell a story" when describing PbtA games. The story happens as a process of play. It's not something that is being dictated in a more traditional gaming fashion.Everything you say and do as the GM is meant to support these three goals, and no others. It’s not your agenda (for example) to challenge the players’ skill, or to provide
“fair” fights, or to punish the characters. It’s absolutely not your agenda to control the players or force “your” story to go the way you think it should. When in doubt, ask yourself: this thing you’re considering doing, which of these three goals does it support? If the answer is “none of them,” then don’t do it. Do something else.
My concern here is that you are conflating your preferred play method of D&D with how D&D, on the whole, variously operates. There are a multitude of subcultures in D&D and they do not necessarily align with your description of D&D here. Traditional Play, in particular - which forms a substantial chunk of the hobby in the form of APs and the like - does not emphasize stories emerging from play. Instead, it's very much focused on GM pre-authored stories and guiding players through the story that they have set up.D&D is establishing a fiction that responds to the actions of the PCs in context of that fiction. Stories emerge from play, but it's never the focal point. The focal point is a rough simulation and, depending on group desire, character growth and change based on the character's experiences in that world. Sometimes that fiction includes outside forces that have nothing to do with the actions of the PCs.
I prefer to use the terms that are associated with the game in question. This is to say, that I use "fronts" to talk about PbtA games. If people don't know what the term means, then I am open to explaining them, assuming that there is good faith in open dialogue.You can call those outside forces "fronts" if you want, I personally don't think the term is particularly enlightening to anyone not familiar with it.
But maybe, Oofta, try not to be so dismissive towards anything PbtA-related when I am engaging you in good faith and without making thinly-veiled potshots at the games you like. It would be appreciative if you could return the favor.
Okay, but understand that this is clearly not acceptable to all people who play in D&D. Otherwise the DMG wouldn't bother describing Success at a Cost or Degrees of Failure in the Resolution and Consequences section. This is not to mention a lot of GM advice books out there for D&D that talk about utilizing concepts such as "Fail Forward" to keep the game moving.If there happens to be a consequence to the action other than they simply don't succeed you could call it a move. A round peg will fit in a square hole if the hole is big enough. But having a "there is no consequence [other than failure]" is one of the reasons I prefer D&D.