The document provides guidance for game masters (GMs) on running Dungeon World, including portraying fantastic worlds, filling characters' lives with adventure, and playing to find out what happens rather than planning outcomes. It advises GMs to describe situations and leave blanks for players to fill, follow rules and look for triggered moves, make moves that advance the fiction, and never directly state their GM moves. GMs should also give life to monsters and name characters and places, ask questions and use player answers, be supportive of characters, and consider potential dangers and complications.
The document provides guidance for game masters (GMs) on running Dungeon World, including portraying fantastic worlds, filling characters' lives with adventure, and playing to find out what happens rather than planning outcomes. It advises GMs to describe situations and leave blanks for players to fill, follow rules and look for triggered moves, make moves that advance the fiction, and never directly state their GM moves. GMs should also give life to monsters and name characters and places, ask questions and use player answers, be supportive of characters, and consider potential dangers and complications.
The document provides guidance for game masters (GMs) on running Dungeon World, including portraying fantastic worlds, filling characters' lives with adventure, and playing to find out what happens rather than planning outcomes. It advises GMs to describe situations and leave blanks for players to fill, follow rules and look for triggered moves, make moves that advance the fiction, and never directly state their GM moves. GMs should also give life to monsters and name characters and places, ask questions and use player answers, be supportive of characters, and consider potential dangers and complications.
How to GM Dungeon World (DW 158) Principles (DW 160)
Describe the situation Draw maps, leave blanks
● Tell them what the situation is in concrete terms… ● Leave room for the unknown ● ...give them something to react to - ask “What do you ● Let the maps expand and change do?” ● Portray a situation that demands a response Address the characters, not the players ● Address the characters by name Follow the rules ● Adhere to your rules, and the players’ moves Embrace the fantastic ● Watch for moves being triggered ● The world is full of magic and mystery ● Embrace that in your prep and play Make moves ● Your moves are different than player moves Make a move that follows ● They are specific things you can do to change the ● Your move takes an element of the fiction and brings flow of the game it to bear against the characters ● Your move should always follow from the fiction Exploit your prep ● Use knowledge the players don’t of know yet Never speak the name of your move ● You can use that knowledge to do things the players ● Never show the players you’re picking a move from a don’t know about (Think offscreen too) list
Agenda (DW 159) Give every monster life
● Monsters are fantastic creatures with their own Portray a fantastic world motivations ● Guts, guile and bravery against darkness and doom ● Give each monster details to bring it to life ● Characters who have decided to take up a life of adventuring in hope of some glorious reward Name every person ● Show the players a world in which their characters ● Anyone the players speak with must have a name can find that adventure Ask question and use the answers Fill the characters’ lives with adventure ● If you don’t know something, or don’t have an idea, ● Work with players to create a world that’s engaging ask the players and use what they say and dynamic ● Whenever you make a move, end with “What do you ● Adventures are always caught up in some do?” world-threatening danger - encourage and foster that kind of action in the game Be a fan of the characters ● Cheer for their victories and lament their defeats Play to find out what happens ● “You’re not here to push them in any particular ● Never presume player actions direction, merely to participate in fiction that features ● “A Dungeon World adventure portrays a setting in them and their action.” motion - someplace significant with creatures big and small pursuing their own goals. As the players come Think dangerous into conflict with that setting and its denizens, action is ● Everything in the world is a target inevitable.” ● Whenever your eye falls on something you’ve ● Don’t plan too hard created, think how it can be put in danger, fall apart or crumble
Begin and end with the fiction
● Everything you and the players do comes from and leads to fiction
Think offscreen too
● Sometimes your best move is in the next room… ● Make your move elsewhere and show its effect when they come into the spotlight