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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8999212" data-attributes="member: 82106"><p>I would put it this way. I would be PERFECTLY comfortable sitting down with 5 complete strangers, some dice, paper, pencil, and some copies of Dungeon World and the playbooks, and just PLAY. Now, we will have to do some 'session 0' to get that game booted up, figure out bonds between PCs, etc. I'll have to ask some questions in order to come up with the parameters for the initial 'steading' (base for the PCs) although that may not be needed immediately. Fronts and whatnot can be winged to a certain extent, and in any case aren't urgently needed in the first couple hours of play. Basically, if I can get enough of an idea of what sort of goals and needs at least one or two of the PCs have right off, I can frame a starting scene. Its probably going to be something like a hard move where some threat is right in their faces to kick things off. I mean, lets see what these would-be-heroes are made of! </p><p></p><p>And to a large extent that's it. Yeah, DW says draw maps, leave blanks and make fronts and whatnot, but even that stuff I can yank out of thin air on the fly with a lot of confidence! In fact I've found that the quality of my 'yanked out of thin air' is usually BETTER than something I consciously think through beforehand. That sort of prep, which I definitely did in my D&D GM days, was really fairly stale stuff. I mean I'd come up with nasty traps, mean monsters, whatever, but it was just warmed-over bog-standard fantasy tropes. I'm no genius. OTOH when I literally close my eyes at the table and just start spinning, stream of consciousness, that's more interesting! Its still not prize-winning stuff, but with a few enthusiastic players to draw threads from and bounce back and forth with, we can at least do something WE haven't done before 100 times.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8999212, member: 82106"] I would put it this way. I would be PERFECTLY comfortable sitting down with 5 complete strangers, some dice, paper, pencil, and some copies of Dungeon World and the playbooks, and just PLAY. Now, we will have to do some 'session 0' to get that game booted up, figure out bonds between PCs, etc. I'll have to ask some questions in order to come up with the parameters for the initial 'steading' (base for the PCs) although that may not be needed immediately. Fronts and whatnot can be winged to a certain extent, and in any case aren't urgently needed in the first couple hours of play. Basically, if I can get enough of an idea of what sort of goals and needs at least one or two of the PCs have right off, I can frame a starting scene. Its probably going to be something like a hard move where some threat is right in their faces to kick things off. I mean, lets see what these would-be-heroes are made of! And to a large extent that's it. Yeah, DW says draw maps, leave blanks and make fronts and whatnot, but even that stuff I can yank out of thin air on the fly with a lot of confidence! In fact I've found that the quality of my 'yanked out of thin air' is usually BETTER than something I consciously think through beforehand. That sort of prep, which I definitely did in my D&D GM days, was really fairly stale stuff. I mean I'd come up with nasty traps, mean monsters, whatever, but it was just warmed-over bog-standard fantasy tropes. I'm no genius. OTOH when I literally close my eyes at the table and just start spinning, stream of consciousness, that's more interesting! Its still not prize-winning stuff, but with a few enthusiastic players to draw threads from and bounce back and forth with, we can at least do something WE haven't done before 100 times. [/QUOTE]
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