The Call of Afeon
Dungeon World uses an agenda and a set of principles to allow the players and GM to build the world and adhere to the tone of the game.
Portray a Fantastic World: The world's setting is fantasy, so it is only natural that the world should be fantastic. The incredible is, while not necessarily an everyday occurrence, entirely possible. Magic, gods, and demons all inhabit the world, same as regular people. This should never be forgotten.
Fill the Characters' Lives with Adventure: The party should have good reason to go out into the world to explore and the world should always offer something new and exciting for the party.
Play to See What Happens: The fiction should advance through play and the play should advance through fiction. The play is descriptive. If a player describes an action that describes a move, then that move is triggered. Similarly, if a move is triggered, then an action must be taken to satisfy that move.
Draw Maps, Leave Blanks: Much of the game is made up on the fly. Building a complete world from the get-go encourages the GM to railroad their players and keep them from discovering new and interesting things about the world.
Address the Characters, not the Players: The players do not exist in the world, the characters do. Addressing the characters encourages the players to think as their character would think, not as they, the player does.
Embrace the Fantastic: Similar to the agenda to portray a fantastic world, embracing the fantastic means to accept and encourage the things that make the setting what it is. Magic should not be rare, nor should it be overwhelmingly powerful.
Make a Move that Follows: This principle is a bit more vague than the others, but it simply boils down to following the internal logic of the world that is created. If a god cannot directly impact the world and show up physically, then they cannot grant the Paladin a magical sword directly either. The god's move in this instance would be to place the item in the path of his chosen servant in a less direct manner.
Never Speak the Name of Your Move: This is mostly for the GM, and also mostly up for personal preference. Generally speaking the fiction is much stronger if the players and GM don't ever call out their moves but instead describe the action being taken, so it is advisable to avoid the mention of specific moves.
Give Every Monster Life: This doesn't mean that every monster must have a pool of hitpoints, but rather every monster should have goals of its own, from securing its territory to finding food. If the monster is attacking the party, there must be a reason for it.
Name Every Person: Every person has an opportunity to become something more than just a random questgiver or peasant. To encourage this, and to allow them to be more human, every person should have a name.
Ask Questions and Use the Answers: Questions show the players and the GM what information should be put into the world in order to give it life and meaning. Using the answers to these questions gives the world more life and also more consistency.
Be a Fan of the Characters: The characters perform great acts of daring and adventure. If a character is unlikable in any way, then they should at least be interesting. A boring character is hard to cheer for. That isn't to say evil characters should be completely unlikable either. An evil schemer can be just as entertaining to watch as the righteous knight. Sometimes even more so.
Think Dangerous: Let's get dangerous. Nothing is safe. traps and enemies are around every corner. The adventure should not be safe in any sense of the word. Even going on the quest shouldn't be completely beneficial. Every action has a consequence, and rarely does something work out in the best way for everyone involved.
Begin and End with the Fiction: The first and last descriptions of any game session should be of what is happening at that moment in the fiction. The fiction rules everything in the game. If something makes sense fictionally, the mechanics can be bent to make it happen. Death is not the end, and neither is the journey home.
Think Offscreen Too: Players and the GM should both come to each session with ideas for the campaign. They don't have to be big ideas, and prep work is mostly the job of the GM. Still, players should be thinking of how their characters fit into the world between sessions. If players have any questions, the GM should make themselves as available as can be for them.