I loved reading that reply to the Dungeon World question. The question has a situation where the player characters are asking about something, politely. The answer says: There's also no GM move called "have a freeform social interaction." If the GM is following the rules, this kind of stall should not happen. […] Since the “everyone looks to you to find out what happens” trigger matches, it's now the GM’s turn to make an appropriate move, instead of falling into “time for unstructured social exchange improvisation!” habits that they have brought with them from some other game. The rest of the answer picks all the GM moves in the book and provides an explanation of how it might have gone.

I'm going to run Dungeon World or Freebooters of the Frontier next Monday, for six players.

Some blog posts by the author of this variant, Jason Lutes. The first discusses wilderness creation using dice: http://lampblackandbrimstone.blogspot.ch/2015/06/freebooting-on-frontier.html
The second discusses exploration and the moves that have been reworded: http://lampblackandbrimstone.blogspot.ch/2015/06/freebooting-on-frontier-2.html
The third discusses new moves such as being lucky and has an example of characters shooting at the eyes of a giant creature, ignoring its armor. http://lampblackandbrimstone.blogspot.ch/2015/06/freebooting-on-frontier-3.html

I dunno. As an old school D&D gamer I still can't tell whether I like this or not.

Reasons not to like it: The game no longer promises ever changing game play via mechanics. I still don't quite see how the game can surprise me – how will I avoid making decisions that I feel the rules should make for me? Perhaps – in play – the actions of my players will do this?

Curious and willing to learn, in any case.
The top answer here perfectly explains how DW works. How not making a GM move when needed is breaking the rules.

I love it.
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