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Dungeon World Thread? Dungeon World Thread.


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... and did you?

Has anybody else here run Dungeon World and want to share? I just bought the pdf and am downloading it right now.

I never ran it in the Shrouded Lands, but I've run a couple of games and played in several more. I found it a great help to use Jason Morningstar's The Slave-Pit of Drazhu (http://www.dungeon-world.com/pit-of-drazhu/), from which I transitioned to a couple of Marshall Miller's Dungeon Starters.

I love the game and it really brings out the best in the players. The role of Game Master, however, is surprisingly difficult and I still don't feel natural in the role. In fact, I wrote Down & Out in Gadding-Thoth (http://livinglibre1.wordpress.com/2013/05/23/down-and-out-in-gadding-thoth/) with a variation on the DW GM rules because I wanted to play around with the GM rules and see if I could design them in a way that I felt more comfortable with.

If you're interested in hearing more about people's play experiences, check out the Dungeon World Tavern on Google Plus, the Dungeon World thread in Something Awful's Trad Games section, and the Dungeon World forum on Barf Forth Apocalyptica (http://apocalypse-world.com/forums/index.php?PHPSESSID=5a8f7236cmidl8rfmd1fn29e0vd6gvht&board=19.0)
 

I've run it. Not a lot - for now, only two sessions of DW and one of another game using the same engine. But my experiences are quite different than [MENTION=83822]Sanglorian[/MENTION]'s.

I find DW very easy to run. It requires nearly no prep and not that much work during play. I have fronts, a basic sketch of the initial situation and players' input - and everything else flows naturally from there. The game is fast. Rolls are simple and they always drive the story forward, both when successful and when failed.

On the other hand, running DW smoothly requires unlearning several habits from traditional RPGs. The whole background should stay flexible, so that you can react to players' decisions and rolls (for example, never assume that a place is safe and contains nothing of interest). When you need some details, just ask players and build on their answers. Don't be afraid to make hard moves, but remember that damage is among the least interesting. Don't depend on keeping secrets, as you have to give honest answers when player moves succeed. And so on.

The GM agenda, principles and moves are probably the best part of advice I ever encountered. It really explains how to run this game, instead of assuming that people know how to do it. And following them strictly really helps the game, even with an experienced GM.
 

I wonder if part of my trouble is that the two games I've run were first sessions, where the GM is expressly advised not to use fronts. Maybe my problems are largely with building the initial situation, and if I got on to fronts I'd have more success.
 

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