Given I did not have the book, and was learning from the freely-available materials online--where the Fronts stuff is in a completely different section, significantly removed from the basic GMing rules--I had no idea when learning how to do things that Fronts were exactly what you're supposed to prepare; their significant separation from the other rules made them seem like merely distant tools, something important but not THE single most critical, most vital thing you absolutely positively HAVE to do. Blame it on bad organization of the documents I read; blame it on not being able to read the official book; whatever you like. The connection was not clear to me and the structure of the materials available to me was a significant cause thereof. I understand this now.
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I stand by my claim that the presentation, in the materials available to me (I can very rarely afford anything at all for myself), was poor and left "prep" almost completely undefined. The page numbers mean nothing to me, because I've never had the book, I've only had the freely-available materials online.
I am sorry to hear that you cannot afford to purchase the DW rulebook.
But I was responding to your claim about there being a tension in the rules. I don't agree, and have explained
why in some detail. I just looked at this website -
Dungeon World SRD - and in the table of contents on the left there is a heading
Gamemastering and under that a sub-heading
Fronts. That seems to contain all the text that I quoted from p 185 the rulebook. And under the main heading (Gamemastering) there seems to be all the text I quoted from pp 160, 161 and 167. So I don't see that there is any tension in the SRD either.
You'll probably be surprised to know that I do, in fact, try to run DW as written. I have, in fact, repeatedly told people on this forum that their knee-jerk distrust of rules-as-written is a disservice to them if attempting to play DW because the rules really are very well-designed.
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I'm not really sure why thinking about consequences is such a bad thing here though. A nobleman spurned will react negatively. A nobleman served with speed and precision will react positively. A threat defeated might be destroyed entirely, or crippled, or merely driven away, or what-not; a threat the PCs couldn't, didn't, or wouldn't stop will get worse. That, I thought, was a huge part of why you draft Fronts in the first place?
The dangers/threats in a front have impulses, as you can see here:
Fronts – Dungeon World SRD
So suppose that your danger is an ambitious organisation: it is a corrupt government, or a cabal? That will then tell you what the nobleman who belongs to it will ultimately try to do: maintain the status quo, or absorb those in power and grow.
The colour of the nobleman - that he enjoys fawning and is easily angered by disagreement - is secondary here. Making those sorts of notes about a NPC's personality is not really the sort of prep that DW is focused on, as is demonstrated by these passages under GM Principles:
Give every monster life
Monsters are fantastic creatures with their own motivations (simple or complex). Give each monster details that bring it to life: smells, sights, sounds. Give each one enough to make it real, but don’t cry when it gets beat up or overthrown. That’s what player characters do!
Name every person
Anyone that the players speak with has a name. They probably have a personality and some goals or opinions too, but you can figure that out as you go. Start with a name. The rest can flow from there.
You can figure that out as you go is key here: there is no instruction to make notes about the precise quirks of the nobleman's personality. But his role and goals as part of an ambitious organisation: those are things that the prep of a front and its dangers/threats will establish, and those then create material to incorporate into GM move-making.