TheGenerator says:
... it's really only in combat. I'm fine with the -6's but since combat switches quickly from one person to the next I don't see any "golden opportunities" ...
While less so than with DnD, combat is sort of its own game. There will be less back and forth and fewer options to 'do clever things'. When the players look to the GM, they will probably be looking to see if they killed a thing.
Combat gives you the least space to play. Set Initiative gives you even less space.
Remember that, even without 'Initiative', you are still calling on the players in some sort of order, so, if you choose to have that order be a simple circle, that is fine, but you can mix it up as well.
TheGenerator says:
... don't see any "golden opportunities" ...
Most of them will come from 6-s, but if the player tries and fails at something that is not fighting, or does something risky, that can lead to interesting golden opportunities. Remember, your Moves don't
have to punish them, you can use a Move to reward them, or to show them what is to come (Think offscreen, too).
TheGenerator says:
... no spot where nothing is happening, cause after resolving one player's action, we go onto the next ...
That is to be expected in the hectic throws of battle. It is a life and death situation, no need to add more to it.
There is also very little actual time passing a fight, probably seconds in total. So, keep them quick and you won't need to do a lot to keep them interesting.
If the fight is to be longer than that, it is more than a fight, so you can add all sort of stuff between the beats of Hack and Slash. Moving, positioning, feinting, fleeing, negotiating, hiding, and so much more, are all part of a good fight.
TheGenerator says:
... waiting for everyone to say what they do and
then resolve everything at once ...
This is a common strategy to get around the problems
caused by Initiative systems. If you have introduced such a structure into your game, then it might be worth looking at doing that.
For normal --uninitiated-- DW I would resolve each Move as they happen. It is less bookkeeping, but also more dynamic. You don't always have to let the players know what the outcome was right away, but be careful of building up a pile of consequence from 6-s without telegraphing the rising storm. Players should not be surprised by the outcome, they should feel 'yep, that is fair'.
TheGenerator says:
... possible that player A and B attack the same monster, but player A already kills ...
That is exactly what
would happen in the heat of battle, people don't have perfect situation awareness, they make mistakes, and that one is a completely reasonable one. Let the player with the highest initiative speak
last. Yes, I said 'last'. They are the quickest to react, so they get to adjust the most to how the others are changing the field. But it all still happens at the same time.
If they both take down one enemy, don't waste it. The beauty of doing all the resolution at once is that you can tailor the outcome to be the most exciting it can be. You can have the spectacle of the double death cow the other foes, you can give them an edge for the next round, or soften the outcome of a miss. Make it worth their while.
Let
them describe it, so you can start thinking about the next round.
TheGenerator says:
... I assume the bad guy also gets a turn ...
No. The Hack and Slash Move covers both 'turns'.
Quote:
- On a 10+ you deal your damage to the enemy and
avoid their attack.
_ - At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack.
- On a 7--9, you deal your damage to the enemy and the enemy makes an attack against you.
The dice already give them the chance of not getting hit, don't add another roll.
The enemies 'attack' is
any GM Move, it need not be Deal Damage (but might often be). Remember that the monsters have their own Moves that add to your GM Moves, use them to spice things up (but be frugal with "bite off an arm":).
TheGenerator says:
... bad guys have a much harder time getting hits ...
Yeah, you are doubling their chance to not get to do their thing. Hack and Slash covers this.
TheGenerator says:
... keep it fresh by picking different ones ...
Though --and I hate to say this-- don't get too fancy. Do the first thing that comes to mind. It is usually the right thing, and overthinking it often only slows things down and you end up doing that first thing anyway. :)
TheGenerator says:
... just asks the players what they think would happen ...
Do this! All the time! They have more brains that you do (like, literally, go count them), and often come up with things you would not have thought of.
The players are also often much harder on their character than a GM would want to be.
You can always massage what they say, "yes, and" style; or veto it if need be "No, but...".
TheGenerator says:
... We don't use a grid ...
At most, I will sketch up a rough map in the heat of battle, and then use dice or sweets as tokens. But most of the time it is not needed and can get in the way. These maps never have grids, or even scale.
TheGenerator says:
... gotten some complaints about that ...
Getting to the bottom of the complaint can help, it might just be nitpicks, but if players are actually struggling, knowing where they are struggling can help you find an actual solution so you don't need the maps.
In a fight, scene descriptions can get very complicated. Repeat yourself repeatedly. Sum up what the last character just did before asking what the next player what they do.
"Barb, Mary just stunned half the orcs, they are standing there drooling and are not a threat for a round or two. There is also still that shaman, and they are doing those hand-movements again!! What do you do?"
This is less of an issue with PbP, where you would just be retyping the last posts. :) But a summary could be called for from time to time.
TheGenerator says:
... nitpicky ... really didn't matter whether A or B happened in that moment ...
It probably doesn't. But make sure, it can be harder for players who are new to theater of the mind to come to terms with that, and it
is your job to ease that process for them.
OOC can help, after-action reports can help. Once they see that is does work, and they don't need the crutch of maps and grids, they can walk freely.
I am also afraid to say that some groups just won't like theater of the mind. Some groups enjoy the maps and minis (some groups play
for the maps and minis), but they should maybe play Pathfinder instead, where the those things are worth the effort?