Two examples from prior session play that are fresh in my mind:
EXAMPLE 1 - Dungeon World game with @darkbard and his wife
They (along with a 5 hirelings/followers) are on a multi-tiered (5 camps = 5 journey moves, then ascent to the top) journey akin to the hike and climb of K2 in the Himalayas. The first leg (we did the first 2 last session) entails a relatively simple but long switchback effort up a steep red clay cliff face to get to the frozen permafrost of the highlands. Their journey moves (the hired Sherpa = auto 10/success on Navigate move) were all successful; Scout/Navigate/Manage Provisions.
Darkbard's Paladin (Alastor) was the Scout. When he gets a 10+ on his Scout move, he gets to pick from a menu of results. Those results intersect with the Navigate results (which are resolved after Scout). Because he knows that Marwat is the most accomplished guide in the territory (he's guaranteed a 10+ on Navigate), this affords Alastor the player to do 1 of 2 things; (i) flash-cut to Camp 1 as the initial part of the journey is over or (ii) request the GM to introduce a Discovery (
an interesting site that is not an immediate threat but could be beneficial or a threat given exploration of it).
He chose Discovery.
So that is my cue to generate some fiction with the above constraints (and that hews to the rest of GM's constraints/directives). Darkbard has placed many irons in the fire for Alastor in terms of proselytizing at this point (he has a pair of Clocks with separate Hirelings/Followers). His real life wife has a soft spot for the downtrodden and young females without parents (akin to her own beginnings). Further, this journey is EXTREMELY Gear and Ration sensitive. Things will go very pear-shaped as these things ablate in the course of the journey. They're
precious.
So my brain goes something like this:
* Uh...shrine to deities for prayer and respite for the pilgrims making the journey...yeah, that's good...what else, self?
* Young, completely unequipped to make the journey (in all ways, but particularly gear), sisters. They're desperate...but from what?
* They lost their parents at a young age and have been drifters ever since, the eldest sister taking care of the youngest...living Cinderella-in-the-cellar servant lives just to survive at all. The last segment of their lives was getting taken advantage above by a brutal book-keeper. This is it for them. They're at a crisis of faith and all other things. They're praying for a "miracle from the mountain" (this is why pilgrims make this journey).
* Their worn boots/outfits won't hold much more than a day. Maraqli (the Wizard) gives them an extra pair of boots she's stowed for the journey, spending 1 of their precious Adventuring Gear to do so. This says something about Maraqli (and will trigger a Bond to be constructed that is a mechanical carrot).
* Alastor has to make his "Observe Memna's Pieties" move. He courts the girls with the strength of a believer and prays with them. He gets a 10+ so he gets his Quest Boons and another boon. In this case, I subbed his normal boon for something thematically appropriate here. When they finish their prayer, he sees a cache of Rations behind the altar. No one is certain if they were there before...maybe they were, maybe they weren't. He, of course, interprets this as an act of mercy from his Goddess. He gives the cache of Rations (which would certainly help bulwark their journey) to the starving girls.
This triggers a host of mechanical effects and attendant fiction (I'm not going to get into each of them). Suffice to say, his targets of proselytization move onward in their track toward inspired disciples and he's gained two more. And (like Maraqli, xp triggers will be ticked or new ones are in play).
And now we've got a potential Bookkeeper-as-villain for later (which is thematically tied to Maraqli).
All because of the intersection of snowballing aspects of play: a 10+ result of a Scout move + player-decision-point + GM framing + subsequent decision-points + subsequent action resolution.
None of this stuff existed before this journey (the shrine, the desperate sisters, the proselytization, the bookeeper villain, the extreme act of charity by Maraqli...and this was all perpetuated by the game engine with its PC advancement mechanics).