Sure. I was just thinking when you set up an environment like "Cult Ritual" it might be neat to include a move in there that specifically brings about the end of the encounter in a dramatic fashion, triggered by some victory condition besides "all the enemies are dead."
Oh sure, but that presupposes an element of constrained prep and encounter management I’m not doing. Eg: what if the players had focused the cultists first instead of killing the demons? What if we never had a cult ritual?
I look at my prep (list of potential dangers for the area, the adversaries, my encounter environments (far more generic themed around factions instead of set pieces), the current status of where the various countdowns area), what’s been telegraphed before, and what’s happened over the session. Then I make a Move and ask what they do. They could’ve bypassed the sight of ominous hellish flames, or done any number of things that keep me from proscribing outcomes. I’d rather just have the thought in my head of “end things on a dramatic note” and look at hitting that beat.







