DW GM First Impressions (part 3)
As I look ahead to the convention event this Friday, I’m wondering how I may have to change things. I had nine potential fights planned, but given that we managed to get through only two, I am going to have to reduce them. How many encounters would be reasonable for a four-hour convention slot? Would it be worth pre-generating characters to allow for more dungeoneering?
I am also wondering how I should handle magic items. When the characters looted the Orkaster, they found an orb. It didn’t seem right to just tell them what it was, as the ability to do so is restricted to the Wizard and even then it’s an Advanced Move. First-level characters should be out of luck until they can get back to town and find an expert, but that seems wrong for a convention event. Should I just not worry about it and simply hand them a treasure card?
One thing I didn’t previously touch on was mapping. While I drew myself a map, I never got around to drawing out the dungeon for the players as they went. Since they only got to the second room, it wasn’t a concern. Still, I’m wondering how the “draw maps, leave blanks” thing works in practice. How do you leave blanks in an engineered environment such as a dungeon? If I tell them that the room has two doors, how can they choose Door #3?
Finally, how do I prepare for the potential of a long run of failed (or partially failed) Hack and Slash and Defy Danger moves?
I do want to wrap up by saying that the game ran very well and we all had a good time. I know that some of my concerns will lessen as I gain more experience with storytelling games in general and DW in particular. That said, I would gratefully welcome some advice as Friday looms on my calendar!