Sure! How 'bout some from one of my first sessions? You can read all about it here
http://story-games.com/forums/comments.php?DiscussionID=13777Spout Lore used to be a list of questions to ask from on a hit (as did the adventure hook move), so despite having a different writeup, the same principle of 'world authoring' moves still apply.
I try and encourage anyone I play with to tell me what they want in the game through the fiction, asking lots of questions. It can be a little strange to 'share' the GM scene-setting, but after a while, It became my preferred way of play. When it sounds like the players are on a roll and getting to 'Narrator mode', it's often a cue for me to ask the time-honoured prompt of 'Sounds like you are Spouting Lore about that?' or 'Hey, that seems like you have Discerned the Reality of the situation'.
Normally these moves allow the players to get tidbits of the situation setting prep that the GM has made with their fronts and dangers prior to interacting with them, but it also allows the GM to 'palm off' some of that responsibility to the players, trusting them to stick with the 'theme' or 'feel' of the game. If it gets out of hand, you can just revert back to the 'traditional' DW model.
On a miss, you can still work with what they give you though, rather than a straight refute.
What Brancino wanted was there to be an Assassin's guild in Dingledale that he could approach and get work murdering folks. I nailed down what he thought was interesting about the concept and what he wanted as a character from them. Note that I had
no notes on the town, other than a Terry Pratchett-esque concept in my beer-addled mind.
So sure, an assassin's guild is cool! I could have just said Yes and let him go there, but I like the idea of a fictional consequence to the things that the players
want in the story, especially for setting canon just like that. Later, I can re-incorporate this stuff with abandon, since the player has taken the responsibility and authored it in. Note that since then, Brancino has become far more than a simple thief, in fact he is the de-facto head of the thieves guild and involved in a gratuitous powerplay with the very assassin's guild he narrated into the story way back when.
Anyways, he missed his roll to spout lore about them. So instead of saying that there was no assassin's guild, or taking away his stuff or separating him from Tonks or any other GM move, I effectively asked him what was interesting and useful to him about the guild.
'Oh you know, they teach me stuff about killing folks for money and take me under their wing as their newest progeny.' Ahhhhh no.
I simply twisted what he wanted and got him booted out on his ear, with a curt 'don't come back, we'll contact you if you prove yourself worthy'.
Later, the boys discerned reality about the Party into the wilds, which (on a 7-9) rather comically became the the Bugbear DANCE party, authoring both the main antagonist and the location of their adventure.
Tonksey failed his
Discern Realities as he tried to find a secret door into the caves (using Tony's map as inspiration), instead of just saying he failed and making a hard move (or a dungeon move), I took it and said sure you can have your secret entrance, but got
him to tie the swamp and the entrance together as I asked
him questions off the list.
What should you be on the lookout for? -
underwater tunnelsWhat here is not what it appears to be? -
the swamp is the 'hidden entrance' to the caves.Thus they had to go through this treacherous obstacle first (the swamp tunnel - like Grendel does in Beowulf). This player authored 'fact' (from a failed roll) ended up splitting the party, losing the wizard's spellbook and caused no end of guffaws around the campfire!
I have many more, I really like the principle of letting the player's decide, or telling them the consequences and asking. The dice just dictate if the information is helpful or obstructive.