Fronts still bug me.
I can see why they're useful, and reading through the front chapter and especially the lists of dangers is always helpful and inspirational. But they're something about how fronts work that sticks in my craw. I think it's that, for me, they hit an awkward middle ground where they're too-structured/not-structured-enough. I either want them to be wide open ('think about what might happen and list possibilities') or as structured as a character playbook ('pick one from this list'). Maybe not.
Anyway, I've been trying to keep the good stuff but make them more workable for me, and this is some thinking toward that, so people can help or steal it or whatever.
What I want fronts to do, more than anything, is to help me have something to say when I'm surprised. I need them to provide me with moves, basically, with stuff to say to show impending doom, with actions that the bad guys might take, with unwelcome truths to discover. Yet I need them to be flexible enough that I can really play to find out what happens.
My working solution for all of this is fractal fronts. I'm basically listing fronts in a kind of hierarchical outline. So instead of having anything designated as "campaign front" or "adventure front," (or the intermediate "arc front" that I toyed with for a bit), I just know how they relate to each other.
That's not clear. Think of it this way: a monster is just a specific instance of a general danger, which is just a specific grim portent of a front. See how those nest? That's what I'm thinking. Dangers are actually grim portents of a front. That front is in turn a grim portent of some larger front behind it.
Of course, all of this is in pencil, with blanks, very much subject to change. It might turn out that what I thought was the minor danger is actually a major front behind everything.
Here's a sample, based on the notes I was doing for my online game, with specifics changed 'cause some of my players come by here:
I The Banished God Awakens! (impulse: end everything / doom: destruction)
A The Ghost Horde returns (impulse: rage! / doom: chaos)
1 The Gray Necromancer seeks to control it (impulse: gain power/ doom: tyranny) (Will the Wizard oppose him or join him?)
a Undead abroad (What are they looking for?)
b Orcs raid to recover lost knowledge from before (What is it?)
2 Dwarves try to prepare for it (impulse: protect our nation / doom: war-impoverishment) Will the Dwarf help them?
a Gather materials for the forging of a great weapon Will Silverton survive the raids?
b Forge the weapon
c ?
B ?
Don't nitpick on the example here--I'm just trying to make clear what I'm playing with. I also toyed with presenting it in a more cross-reference style, so the first item under the Ghost Horde just mentions the Necromancer, who's fleshed out in a separate spot. This may be a better way to do it--certainly allows more easy shifting around of what fits together with what.
Whaddya think, sirs?