In these situations it is usually very easy to find something interesting to do. Usually quite easy to find something interesting that do not completely disregard safety as well. This advice seem very explicitely to encourage to grab one of these interesting ideas and just go with it - moving the game along in an ever thrilling rollercoaster - but missing out the chance of producing pure gold.
Well, that would be completely contradictory to some of the things I know
@pemerton said in this very thread, where he spoke of the importance of character-development moments that are not high-octane pulse-pounding mile-a-minute action.
It seems to me that you are thus committing more or less the same error Lanefan did, all those thousands of posts ago; namely, mistakenly believing that an emphasis on avoiding the "boring" or on advancing the state of the fiction necessarily means never having anything contemplative, deliberative, or tactical, and instead always-and-exclusively doing...well. What I just referred to: high-octane pulse-pounding mile-a-minute action.
That's a very deeply mistaken understanding of all PbtA games, and based on what I have heard of the other systems pemerton has spoken about (such as Prince Valiant), a general flawed understanding of games of this type.
"Conflict" can be high-octane or slow-burn. It can be pulse-pounding or cerebral. It can be almost anything. The thing we are avoiding is not moments of reflection, composure, and contemplation. It is moments where, as stated,
nothing actually happens. Ruminating on your deeds, realizing that what you thought you wanted isn't what you actually wanted? That stuff is, as you say,
solid gold, and I have found the rules of Dungeon World to be very, very good at drawing out those moments--specifically because of their push toward moments of
conflict, even if those moments of conflict are not necessarily moments of violence or action.
Three of the greatest moments in my current campaign came from a person making a moral choice and sticking to it, even if it would cost them, despite two of the three being 100% pure "just having a conversation with our allies" and the third being a spur-of-the-moment choice to try to "take a third option" (as TVTropes put it), to prove that his powers (which have rather dark origins) actually can make the world a genuinely better place, not through violence or aggression or speed, but through forgiveness tempered by justice.
I can understand how many find that (much) more exciting than my prefered kind of game. After all, even from early preeteen I recognised I was quite unusual in prefering long form chess over blitz.
Personally I have never been particularly good at any form of chess, but would very much dislike blitz.
For my own preferences, I want as many moments of agonizing choices, of profound personal revelation, of ideals tested and either found wanting or proven true to the last. I have found the rules we're speaking of here to be very, very,
very good at cultivating those types of experiences, and to be in particular much better at it than most editions of D&D (or, indeed, most D&D-alike games) I've played.
And I realise now I can give you one concrete as well...... LEEEEEEEROY JENKINS!!!!!!!!
I can promise you, while that scene was manufactured for funnies, even if it were real? My Dungeon World game
could not be further from this. If this were levied as an accusation, rather than being the "oh, here's an example of the problem I think is present here", I would honestly have felt pretty seriously offended, since...yeah, again, that couldn't possibly be further from the experience in
Jewel of the Desert.
Pushing the story along doesn't mean nothing but pulse-pounding thrills. It means we don't dwell on moments where everyone is just standing around doing not-much-of-anything. "Ruminating on my values" is very, VERY much doing something--doing one of the absolute most important things, in fact. "Building or changing my connection(s) to my friends" is literally something Dungeon World specifically expects the players to do (and rewards them for doing it). Etc.
I give you my word, "LEEEEEROY JENKINS!!!" simply, flatly,
does not describe the experience of any PbtA game I've played or run.