This Saturday I will be running Dungeon World for the first time. I’m running it for my old gaming group, good guys and gals all around but we only get together a few times a year these days.
I plan on using one of the awesome Dungeon Starters found over on story-games. We come from a background of DnD, and the only thing I worry about is getting everyone to buy into the creative agency that they are given. Do you guys have any best practices for empowering players who are used to being spoon fed by the DM?
Ask questions like crazy.
Yes, questions! Start with the players that you know will revel in that creative agency, and let them set the precedent for the others. In fact, I’d talk to those folks ahead of the game and ask them to help lead the way. Make sure everyone does the bonds and remind the players that resolving those bonds should be something they keep in mind as they play. If you ask a question and a player is hesitant, tell them to think about it and you’ll come back to them.
In my experience the best tactic is either reformulate or redirect the question if player can’t answer.
-Fighter, what do they use for payment in this place?
-Ughm… Aghm…
-Well, it’s made of brass and has an animal drawn on it, what animal?
That is a good idea about re-framing the question. One of my players is very creative but sometimes lacks creativity at the table. I do have one player who is normally a GM himself so I’m thinking he will be good to get the ball rolling.