If you say it, it's true....that is in the rules, right?
No. It has to make sense with what has come before and to the people sitting at the table. That's the critical thing. You can't just make up whatever you want
Right, the GM can make a move that is obvious to the GM, By the Fiction.
No. That's what I keep trying to tell you. It is
absolutely not that you can do something obvious merely to the GM. It must be obvious
to everyone. Even in the example of thinking offscreen, the players know they failed a roll--and thus they know
something has gone wrong, even if they don't necessarily know what.
You cannot--absolutely, positively CANNOT--just use "It's what I as GM know By The Fiction." I keep telling you this, and I'm hoping this time it will come through: That is forbidden by DW rules! Explicitly! You are not allowed to just give a handwave and say "it's By The Fiction." That's openly and flagrantly breaking DW's rules!
I get that in such a game the player can alter the game reality at will.
No. That's simply false, and everything you've concluded from it is fruit of a poisoned tree.
And, frankly? You're being extremely rude and condescending.
Deft Danger is like a reality altering saving throw?
...what? No. It's literally "there's a bad thing happening. How do you try not to get hurt by it?" The answer must make sense. Players are as much bound by the fiction as the GM is. There are various examples given, e.g. "with charm and social grace" means you roll +CHA, but since you can't charm or social grace your way out of a problem then that the isn't valid. You can't sweet-talk a falling boulder, and you can't nimbly dodge to recover from saying something stupid in front of the king. Maybe you could go on an adventure to
learn the powerful magic that would let you do that! Could be a fun time. But until then, you'll be dodging boulders with Dex and insults with Cha.
I get that a big part of such a game is all the times you need to stop playing the game and explain everything to the players at length so that they understand the illusion of the fiction. The GM can take the players through a half hour of fictional finances until the players understand and accepthe price of a item
Your condescension and mockery are showing through again. Further, there is no "need to stop playing." Players asking and answering questions and describing what they do IS play. Again, you speak of this as though you are an expert but nothing you have said even remotely describes Dungeon World.
Players is the illusion though, so there is that.
I...have no idea what this means.
An active game with four players will have four characters each making moves every minute of game time. So in just a couple minutes, the characters can set off like 4-16 triggers. The players will have a hard enough time keeping track of just their personal actions, much less all the actions of all the players.
So? Every round of combat in most editions of D&D is six seconds. That means every character in a D&D combat is taking rule-mediated actions (casting spells, making attacks, making saving throws, etc.) dozens of times every minute as well. Yet you don't think D&D players would have a hard time keeping track of that. It's not any harder in DW. I promise you. I have, in fact, been explicitly told by my players (two of whom have attention deficit disorders) that Dungeon World is
liberating because it means they DON'T have to be constantly keeping track of a bunch of things. They can just relax, keeping their focus purely on the roleplaying. If a move is needed, it will be obvious that it is needed.
Why? It's bot game to say "Beep, every single item is available world wide for the exact price listed in the rules. Beep. That's like playing a video game.
No. But it's a pretty obvious "screw you player, you can't have fun" to fling out something like that. You've jacked up the price by a factor of
twenty.
Well, to be fair to the game it is a Improv Script. The rules tell you what to do, but make it vague enough you can improv. Like if you get attacked you can take the Dodge action, but your free to write out the game reality as long as you are "dodging".
.....
that's literally what Defy Danger does. Like, that's literally everything it does. It just gives you the one-stop-shop for any danger, including those that can't be dodged but can be physically endured (+CON) or reasoned through (+INT) or whatever else. It's (very literally) just "something bad is gonna happen unless you stop it. What are you going to do?" If you need to break out of ropes, rolling +STR makes sense (breaking the ropes), perhaps +DEX to try to wriggle loose enough to untie them.
I use the classic "You have to tear it all down to build it back up" method.
And if, once things are torn down, the player decides that being torn down
really sucks and they don't have time for this when they could do something
fun to start with?