Ok, so I ran DW for the first time last night. It was with a new group of friends (one was an experienced roleplayer, the other 3 were new). We played over Google+ hangout, using Tabletop Forge & a Google Docs spreadsheet for the character sheets.
We started with Jason's Spider-Witch adventure, just to get a feel for things. In about 2 hours of play, we managed to roll up our characters and defeat the Goblins. We'll tackle Florimel herself next session I imagine.
The good:
Character creation was a breeze. The players picked up the 2d6 mechanic well, and the last breath move was a lot of fun. Overall, the players really enjoyed themselves, and are super keen for our next session monday. I was pleasantly surprised how well the game played out over video chat. Honestly, I can't think of many other systems where you could go from a completely fresh start to 1/2 through an adventure in 2 hours.
The bad:
As the GM, I'm not sure I get how combat is supposed to run and I'd appreciate help. I've only ever used strict turn-based systems before, where I will draw up a quick initiative grid and everyone gets one turn a round. But I understand DW isn't like that. I tried to follow the system as best I could, and this is what happened:
1. Players enter room, Goblins square off on other side, getting ready to charge.
2. The Fighter says he will stand in front of the group, shield ready to protect the Wizard (Defend). The Thief wants to slink into the shadows to set up a backstab (Defy Danger dex?). The Cleric wants to cast Magic Weapon (or whatever it was), and the Wizard wants to cast Magic Missle at one of the goblins.
Now, the players want to do this all at once, and realistically they could. But I picked the fighter to resolve his first.
3. Fighter rolls an 8, gets 1 hold to defend the Wizard.
4. Thief is successful in his defy danger, is now hidden in shadows attempting to flank the goblins.
5. Cleric casts his buff on his warhammer.
6. Wizard casts MM, rolls a 7. Chooses to draw attention to himself. This is where is gets screwy (for me). In response, three of the goblins charge the wizard. One is knocked off his feet by the Fighter's defend move, the other two beat the wizard with their clubs. Was I supposed to roll anything here? Do the goblins just automatically hit, and automatically do X damage?
7. The Fighter and Cleric start hitting goblins, and the Wizard starts trying to cast invisibility on himself (was never succussful, ends up dying lol). I don't have turns as such for the goblins, they just get to hit the players whenever they roll <10 basically.
8. At this point, the thief has been sitting patiently, waiting for his 'turn'. I had to break up the flow of the combat with the other guys to deal with him.
This is my issue with how I was running the game. While most of the group daisy-chained their actions & reactions together very nicely, anyone who was away from the main group (even if they were only a few meters away in the shadows), seems to miss the train. I'm also unsure when I'm supposed to use any of the GM moves. When there's a lull? Cause with my group, someone is always wanting to try something.
Anyway, while the players had fun, I'm getting a strong 'you're doing it wrong' vibe from how I'm running combat in the game. Does anyone have any links to decent actual play video or podcasts? I think I need to see this actually play out.