Manbearcat
Legend
Ok... number 1... I get and understand (actuallyI agree with it and it serves to illustrate a big component of whether certain techniques are a good fit having to do with players and type.
But you've totally lost me with number 2... I'm reading it but I think I may be having a hard time parsing exactly what you are saying, but I'm not sure why...
I'll give a shot at answering. Apologies if this is stuff you already know.
The phrase "Ask questions and use answers" is a principle of Dungeonworld GMing. One of the expectations of the game is the GM cannot know everything and will seek input to keep momentum going. Another expectation is the GM is curious how the situations will be resolved. So the GM is encouraged to ask questions and incorporate the answers into the fiction as it is playing out at the table. One of the easiest and most common questions is "Now that X has happened, what do you do?" but any time the DM doesn't know something, he is encouraged to ask some form of question to help fill in the blanks. So if the PCs declare they don't trust the chest in the middle of the room and prod it with a pole if might in fact be a mimic. It wasn't a mimic until the PCs decided to engage with it but now that they have, there it is. Dungeonworld play is best characterised by the question "What is going to happen?"
This principle conflicts with the base B/X DM stance which Is that is neutral adjudicator who primarily reacts to PC gambits. The chest in the middle of the room either is or is not a mimic as dictated by the map key and notes. B/X play is best characterised by the question "How well will we do?"
Play is engaging and fun for those involved for somewhat different reasons in the games.
Thanks Nagol. This is precisely what I was trying to convey.
I'm assuming the above sorts out your question Imaro?