EzekielRaiden
Follower of the Way
Three problems.Edit: As an addendum, if you rely on stated GM principles to keep the GM in check from abusing the rules - what is the problem with accepting the age old trad GM principle that the job of the GM is to ensure the game is enjoyable for everyone!
- It doesn't actually tell us anything. It is only the tiniest bit more specific than "do what is good, avoid what is bad". That standard is utterly uninformative, because "good" means "a thing worth doing" and "bad" means "a thing that is bad". Further, "enjoyable for everyone" is, as I know you well know, nowhere near that simple, because a lot of the time something needs to happen that might be undesirable or even unpleasant for a brief time, in order for a longer-term fulfilling experience to occur--so it's not only useless in the generic, it's already missing critical details that can directly lead to problems (the "tyranny of fun" problem).
- It isn't stated anywhere. Being stated is in fact extremely important. Things left unsaid, genuinely never said anywhere, aren't actually guidance, nor can they meaningfully function as limits. Note that this is different from DW's "never speak the name of your move" Principle, which is simply saying "yeah, putting a verbal signpost on every action you as GM take would be harmful to the experience, so please don't do that." What you're describing is an alleged principle that isn't actually said anywhere. It's simply presumed every GM knows to do it.
- Even if we skip over the previous two concerns, this isn't actionable. It is abstracted so far from any actual actions you could take, it can't actually inform actions. It can only serve as a very, very weak reminder; functionally identical to "think about what you do before you do it". Not particularly useful there.
Agenda
Your agenda makes up the things you aim to do at all times while GMing a game of Dungeon World:- Portray a fantastic world
- Fill the characters’ lives with adventure
- Play to find out what happens
Your first agenda is to portray a fantastic world. Dungeon World is all about guts, guile, and bravery against darkness and doom. It’s about characters who have decided to take up a life of adventure in the hopes of some glorious reward. It’s your job to participate in that by showing the players a world in which their characters can find that adventure. Without the player characters the world would fall into chaos or destruction—it might still even with them. It’s up to you to portray the fantastic elements of that world. Show the players the wonders of the world they’re in and encourage them to react to it.
Filling the characters’ lives with adventure means working with the players to create a world that’s engaging and dynamic. Adventurers are always caught up in some world-threatening danger or another—encourage and foster that kind of action in the game.
Dungeon World adventures never presume player actions. A Dungeon World adventure portrays a setting in motion—someplace significant with creatures big and small pursuing their own goals. As the players come into conflict with that setting and its denizens, action is inevitable. You’ll honestly portray the repercussions of that action.
This is how you play to find out what happens. You’re sharing in the fun of finding out how the characters react to and change the world you’re portraying. You’re all participants in a great adventure that’s unfolding. So really, don’t plan too hard. The rules of the game will fight you. It’s fun to see how things unfold, trust us.
(Also, note that Apocalypse World has functionally identical Agendas, they're just focused more on the weird and post-apocalyptic.)
This is all much more specific in terms of goals, and in being more specific, they are far more useful for guiding action. These goals cannot be summarized as "do what is good and avoid what is bad" like "ensure the game is enjoyable for everyone", and all of them inherently avoid the "tyranny of fun" problem.
Now for the Principles. Warning, this is long because there are a lot more Principles than there are Agendas--for a good reason, too many high-level goals gets confusing. Principles are what direct you toward specific things and away from other specific things.
Principles
- Draw maps, leave blanks
- Address the characters, not the players
- Embrace the fantastic
- Make a move that follows
- Never speak the name of your move
- Give every monster life
- Name every person
- Ask questions and use the answers
- Be a fan of the characters
- Think dangerous
- Begin and end with the fiction
- Think offscreen, too
Draw maps, leave blanks
Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map.When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.
Address the characters, not the players
Addressing the characters, not the players, means that you don’t say, “Tony, is Dunwick doing something about that wight?” Instead you say, “Dunwick, what are you doing about the wight?” Speaking this way keeps the game focused on the fiction and not on the table. It’s important to the flow of the game, too. If you talk to the players you may leave out details that are important to what moves the characters make. Since moves are always based on the actions of the character you need to think about what’s happening in terms of those characters—not the players portraying them.Embrace the fantastic
Magic, strange vistas, gods, demons, and abominations: the world is full of mystery and magic. Embrace that in your prep and in play. Think about “the fantastic” on various scales. Think about floating cities or islands crafted from the corpse of a god. Think about village wise-men and their spirit familiars or the statue that the local bandits touch to give them luck. The characters are interesting people, empowered by their gods, their skill at arms, or by mystical training. The world should be just as engaging.Make a move that follows
When you make a move what you’re actually doing is taking an element of the fiction and bringing it to bear against the characters. Your move should always follow from the fiction. They help you focus on one aspect of the current situation and do something interesting with it. What’s going on? What move makes sense here?Never speak the name of your move
There is no quicker way to ruin the consistency of Dungeon World than to tell the players what move you’re making. Your moves are prompts to you, not things you say directly.You never show the players that you’re picking a move from a list. You know the reason the slavers dragged off Omar was because you made the “put someone in a spot” move, but you show it to the players as a straightforward outcome of their actions, since it is.
Give every monster life
Monsters are fantastic creatures with their own motivations (simple or complex). Give each monster details that bring it to life: smells, sights, sounds. Give each one enough to make it real, but don’t cry when it gets beat up or overthrown. That’s what player characters do!Name every person
Anyone that the players speak with has a name. They probably have a personality and some goals or opinions too, but you can figure that out as you go. Start with a name. The rest can flow from there.Ask questions and use the answers
Part of playing to find out what happens is explicitly not knowing everything, and being curious. If you don’t know something, or you don’t have an idea, ask the players and use what they say.The easiest question to use is “What do you do?” Whenever you make a move, end with “What do you do?” You don’t even have to ask the person you made the move against. Take that chance to shift the focus elsewhere: “Rath’s spell is torn apart with a flick of the mage’s wand. Finnegan, that spell was aiding you. What are you doing now that it’s gone?”