Hey folks, brand new to DW. Quick resume: 35 years old, played about 20 years of D&D, took a very long break, started dabbling in indies (SoY, DitV, PTA, etc) then fell in love with Burning Wheel. I own Apocalypse World, read a little of it but never got around to doing anything with it, certainly haven't studied the game. Was intrigued by DW last year but I don't follow the gaming forums very closely so knew only the basics about. Grabbed an episode of The Walking Eye this week and it was the Sage/Adam interview. Told a gaming bud from the group about DW, we both bought the pdf yesterday and I've now read it once.
I made that as quick as possible but wanted to give an idea of where I'm coming from. I've listened to or read no APs of DW. I am absolutely a virgin mind/eyes to the work. I'm very excited about this because, for the first time in about 2 decades I get to be a player in the group and not the GM! That said, I still read the rules as if I'm going to be the GM/facilitator. Which leads to my actual question.
I read everything except for the adventure so as not to spoil anything. is it intended that the adventure serves as example/explanation to GMs about what they should be doing? As I read throught he GM stuff, I have a loose idea of what the GM should be doing but its hard to really know without examples. Keep in mind, I've read it only one time so this is only very preliminary feedback. But for example, when I read stuff like "put them in a tough spot, give them a hard decision" I feel sort of adrift. I can come up with any number of things that that could mean and maybe its intentionally vague. It just feels like there are some ideas that maybe we're expected to have in our head (posssibly carried over from AW?) to apply to these instructions.
As a player, i think I'm very clear on what I'm supposed to be doing. But the sorts of stuff that the GM should be doing with his Moves are not firm in my mind. Would it be more clear if I read the example adventure?