I was just re-reading the DW rulebook, and noticed something that I really love. Among all of the “actual play” type dialogue examples of the basic moves in action, there is usually one example for each move of the GM making a bad call, and either catching themselves or having a player point it out and the GM correcting themselves on the fly. For whatever reason, this just makes me so happy (probably because it makes me less nervous about making crappy calls myself). Well done, Adam and Sage.
I was just re-reading the DW rulebook, and noticed something that I really love. Among all of the “actual play”…
I was just re-reading the DW rulebook, and noticed something that I really love. Among all of the “actual play”…
It also re-emphasizes that the game is a conversation. Perhaps even moreso than other RPGs.
Glad they help!
Thanks, John Marron. We can’t take all the credit, though. Vincent had something similar in Apocalypse World, too.
If you notice, I use examples (positive and negative) all over the place when discussing DW. It’s how I learn, so it’s part of how I passed that knowledge along in the text and on posts.
I read the book for the first time over the last couple days… I wish more writers did this!
I found the “error and correction” examples extremely valuable in both AW and DW. I also learned an immense amount from the Beginners Guide: it really expands very usefully on the core book and clarified things for me that I had not fully understood in AW.
The happy coincidence of the Beginner’s Guide was that we wanted to devote the book to rules and protocols, not to advice or anecdotes. The fact that some dedicated players did that was perfectly in the spirit of why we made DW (and licensed it) the way we did.
I think that you could have gone a bit further with it in the core book – some of the basic ideas of storygaming need a little explaining to people coming from conventional RPGs