Soliciting tips for a solo Dungeon World game

darkbard

Legend
Thanks! Your overall comments about the system playing itself are in line with my thinking. But this

I have run solo games for my Son, using only 1 low level PC. [...] He ended up with a "companion" in the story.

[...]

I've also run it with a couple NPC characters who I just statted out on the fly

along with the previous comments makes me wonder if some take on Henchmen might be practically essential for a game with one PC.
 

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JeffB

Legend
Thanks! Your overall comments about the system playing itself are in line with my thinking. But this



along with the previous comments makes me wonder if some take on Henchmen might be practically essential for a game with one PC.

The Kid was not terribly involved other than creating situations- not for a #s balancing effect.

The NPCs were there for color/the story, and not because they were necessary for numbers balance either.

IOW- I don't find it matters other than in the fiction. None are needed for mechanical balance- The GM provides the balance in DW , not the rules.
 


JeffB

Legend
Gotcha. That makes sense!

Thinking further, I do believe that in the solo game, unless your player is up for making a majority of the player facing decisions about the world, adventure, etc that it's probably a good idea to have a bit "tighter" background about the world, and overall fronts/scenario details and keep it small/more contained. It can be a bit overwhelming for a new player to DW to take on so much of the decision making process (Unless your wife, is like mine ;) )

I highly suggest looking at this resource page DW Syllabus- and utilizing the following from it-

One Shot World I think is a better intro to the game than the standard DW Rules for both player and GM (and gives you all the tools you need to create an adventure and run the game). It will work for more than one session, so don't let the name scare you.

Dungeon World Guide is a must read
 

Aldarc

Legend
Take a look at Ironsworn. The PDF is free on DriveThruRPG. It's a game built on the PbtA/DW engine, but designed for solo, co-op, or GM-run games. Adam Koebel, one of the co-designers of Dungeon World, even has a solo "Let's Play" of Ironsworn on YouTube. In other videos on the matter, he clearly admires how Ironsworn understands, hacks, and expands PbtA/DW, seeing it as the "Next Gen" of PbtA games.
 

JeffB

Legend
@Aldarc I haven't seen that one yet- will have to take a look.

I am on the fence about a DW "2E", as I think the Community has clearly made some improvements in the various hacks and that may just be personal bias as the hacks fit my needs better. That said, I think the DW Community is far more open to just doing whatever, and not desirous of an official DW 2E or at least in the not really care category (?)
 
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darkbard

Legend
Thinking further, I do believe that in the solo game, unless your player is up for making a majority of the player facing decisions about the world, adventure, etc that it's probably a good idea to have a bit "tighter" background about the world, and overall fronts/scenario details and keep it small/more contained. It can be a bit overwhelming for a new player to DW to take on so much of the decision making process (Unless your wife, is like mine ;) )

I highly suggest looking at this resource page DW Syllabus- and utilizing the following from it-

One Shot World I think is a better intro to the game than the standard DW Rules for both player and GM (and gives you all the tools you need to create an adventure and run the game). It will work for more than one session, so don't let the name scare you.

Dungeon World Guide is a must read
I'm familiar with the DW syllabus but haven't checked out that particular component yet. Thanks!
 

darkbard

Legend
Take a look at Ironsworn. The PDF is free on DriveThruRPG. It's a game built on the PbtA/DW engine, but designed for solo, co-op, or GM-run games. Adam Koebel, one of the co-designers of Dungeon World, even has a solo "Let's Play" of Ironsworn on YouTube. In other videos on the matter, he clearly admires how Ironsworn understands, hacks, and expands PbtA/DW, seeing it as the "Next Gen" of PbtA games.
Added to my "to do" list. :) Thanks!
 

Numidius

Adventurer
Some thoughts...

Have a dense first session, with lots of details, questions & answers on backstory & background, in order to build Gm Fronts and start play with the shared content.
If Pc chooses a Playbook with Multiclass Moves, start at second level having already taken the MC Move and discuss that also as part of char gen in the first session.

Have the Pc write Bonds with NPCs, be they Henchmen or part of the setting (or the Artifact itself mentioned, up-thread) . As usual when the Bond is resolved, write a new one with the same Npc or a different one, as story goes. These Bonds might serve as short term goals for the Pc.
 

darkbard

Legend
Some thoughts...

Have a dense first session, with lots of details, questions & answers on backstory & background, in order to build Gm Fronts and start play with the shared content.
If Pc chooses a Playbook with Multiclass Moves, start at second level having already taken the MC Move and discuss that also as part of char gen in the first session.

Have the Pc write Bonds with NPCs, be they Henchmen or part of the setting (or the Artifact itself mentioned, up-thread) . As usual when the Bond is resolved, write a new one with the same Npc or a different one, as story goes. These Bonds might serve as short term goals for the Pc.

These are some great practical suggestions, Numidius. Thanks!
 

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