I’m running my first DW session tonight. I’ll be starting with a written dungeon (The Bloodstone Idol, which is included in the French box) and I have some ideas for the setting (The Keep on the Borderlands, 30 years later).
But I don’t want to rob the players of their narrative rights and I’ll need some kind of hard rule to prevent me from doing so. Yeah, I tend to sit at the frustrated writer end of the GM spectrum, but I’m working on it 😉
So this is why I’m going to give worldbuilding responsabilities to each player:
*The Fighter has a say on everything connected to armed conflict, secular law and the feudal system.
*The Wizard is in charge of magic and the supernatural, as well as ancient history.
*The Cleric answers questions about religious power, dogma, cults and sects, etc.
*The Thief is the underworld and trade consultant. He’ll advise me on crime, guilds and legitimate commerce.
Has anybody done something of the sort?