When the GM calls on you to Defy Danger as a group, they’ll describe the struggle you face. Say how you deal with it and roll +STAT: on a 6-, you find yourself in a spot, the GM will describe it; on a 7+, you pull your weight; on a 10+, you can get someone out of a spot, if you can tell us how. If you roll 6- but someone saves you, don’t mark XP.
Note: Not an official Dungeon World but a move created and popularized by Spouting Lore's Homebrew World: The text above is by Jeremy Strandberg, 2019. Licensed under the Creative Commons Attribution-ShareAlike 3.0 United States (CC BY-SA 3.0 US).