How does “failure” work in Dungeon World? How does it move the story forward?

I am having trouble understanding the specifics of failure in Dungeon World. According to the rules, a GM should “make a move” against players when they fail, and that’s alright, I get that.

What I don’t get is how a GM is supposed to advance the plot by doing so. Let’s take an example:

Rick the Fighter is climbing a massive chain that serves to hold down the wizards tower, preventing it from drifting off. He makes the move Defy Danger, to avoid slipping of, since it’s raining hard, and the chain is slippery with algae and moss. He rolls and get a score of 5, meaning he fails.

In the above situation, he fails climbing the chain, so the GM should make a move. I have a hard time seeing what move would advance the story here, since I feel that the failure would imply that he doesn’t get to the tower.

Is this one of those situations, where you just skip making a roll, and just let the players climb the chain, or does anyone have any idea how to handle the move, so that the story is advanced somehow?

I just want to be able to give the players some dangers that aren’t traps and monsters, and I thought that a flying wizards tower was cool. I’m having a hard time seeing how I can advance the story on a failure in this situation.


Let me elaborate on the problem. I will not say that it’s wrong to make the players succeed with some “cost”, even on a failed roll, it just makes true “failure” impossible. That’s my beef about it. The players will eventually succeed at anything that doesn’t outright kill them.

Cricket World Cup 2019

Hey guys.. US channels are pretty pathetic. No football and cricket. Everytime I turned them on they turned me off by showing NFL, bull riding and rugby.

Any idea how I can watch cricket world cup online? The one I read suggested me sony liv tv but they don't show it here. I might have to go for a vpn.

Any other easy method?

Native applications not running on the world Wide Web, rather, on other webs

The following types of applications generally based on this world’s main Wide Area Network (WAN) (known as Internet) for full utilization:

  1. Native app: An app that can only be accessed in itself from the device’s native environment and never from a browser; whether it connects to the internet or not, and/or, whether it shares a database with a Web App of the same name or not.
  2. Web App (or alternatively Browser App): A web app like a content website or a SaaS program which is accessible only by a browser
  3. Progressive Web App: A web app that is accessible by browser and if having standard Native App behaviors (like “push notifications”), could also be accessed from a smartphone’s home screen and app store.
  4. Hybrid App: A native app which is written in Web App technologies like HTML-CSS-JS and is utilizing a browser’s engine (but not a browser by itself)

The WAN by the name of Internet bases the web by the name of World Wide Web (WWW) one layer above it.
Types 2 and 3 require a domain to work, a work which will be done on top of the World Wide Web (WWW) web.

Do apps from types 1 and 4 run on the Internet-WWW stack or might they run on Internet with some other web rather than WWW?

Dungeon World – Gaining XP for failures

I ran our first Dungeon World session yesterday, and we really had fun. We’re all new to the game and to tabletop RPG’s in general. I’m a fresh GM, so I forgot a few rules here and there, mostly details, but the big one I discovered today is that I didn’t give XP for failures.

Recalling yesterday’s game, the players would have gotten quite some XP if I had given it (I may apply retroactively before next session), meaning they definitely would have leveled up. Is this by design or did my players have too many failures? Does that mean my GM moves weren’t hard enough, or something?