I love Dungeon World’s improvisational nature, but my teenage son is not so thrilled with it. He wants to interact with a world that has it’s own reality and is not made up on the fly. (Nevermind that it’s still made up. I think it’s the illusion he is missing.)
Has anyone used Dungeon World in the manner of a traditional RPG, that is with premade world/adventures, GM is “god” and makes everything up, and there is no player input? My initial thought is it would be better to just break out B/X and use that… except that I LOVE the pacing in Dungeon World, plus the action feels so much more immersive due to to the preeminence of the fiction. (My son loves these aspects too.)
So I’m wondering how to take the move structure of DW and marry them to a traditional approach to play. At first I sat down and tried to find a way to shoehorn moves into something like B/X, but I’m stumped. Any attempt at fusion ends up evolving into straight up DW. My next thought was to just play DW as written, but the GM does all the improv and presents the players with an immersive experience. The sheer load of creativity need to do that much improvisation is staggering though. I could just run premade adventures but I can’t see how the dynamics would work — a lot of moves call for something new or unexpected, which is at odds with any sort of prepared material.