There’s also the bit of how the interlocking systems (recovery + fear gain) and admonition to consider combat from its narrative weight + lack of initiative mean that you’re not doing the screen transition “Roll for Initiative” but just making an appropriate GM Move or showing how the world reacts to the PC’s moves in turn.
Sometimes that means I’ve set up an encounter budget for the PCs to potentially turn to violence against, or like they did two sessions ago negotiate via good rolls and scouting choices to turn it into a counter ambush and then negotiation from position of strength.
And then sometimes they kick the door in on an uncovered spy ring, opting to tackle that right then and there and we have to tackle a big Bruiser smacking people around his trading post while his assassin partner sneaks around with shadow magic and knifes the Sorcerer & their sell swords take potshots with their crossbows.
Edit: perceptual quicker vs clock quicker may be interesting. So far it’s been both for me - but Dungeon World combat can be very time consuming but also super engaging.
Sometimes that means I’ve set up an encounter budget for the PCs to potentially turn to violence against, or like they did two sessions ago negotiate via good rolls and scouting choices to turn it into a counter ambush and then negotiation from position of strength.
And then sometimes they kick the door in on an uncovered spy ring, opting to tackle that right then and there and we have to tackle a big Bruiser smacking people around his trading post while his assassin partner sneaks around with shadow magic and knifes the Sorcerer & their sell swords take potshots with their crossbows.
Edit: perceptual quicker vs clock quicker may be interesting. So far it’s been both for me - but Dungeon World combat can be very time consuming but also super engaging.