7 thoughts on “For those who design and publish adventures for DW: why is the two page format so popular?”

  1. Two pages are easy to print and work with at the table. It fits the playbook format. Without plot or rails, it’s hard to anticipate where players will drive the fiction beyond the initial situation and some catchy setting details. Leave holes. Easy to nock out in a month. 

  2. I used them my first two games.  They seem incomplete until you play with them, then it starts to make sense.  Just read it over a couple times, even if you’re not sure how you will use it.  Then when you need it in game, there it is. 

  3. I previously had a hard time imagining a DW adventure that’s more than a few pages and still sandboxy, so that player and GM choices actually matter and there’s holes to fill in. Now, I’ve seen a few DW adventures that are much longer and can see some of the value. If you’re going to include a full dungeon and specialized NPCs and custom moves and stuff, I can see it being 20-30 pages. But that stuff isn’t at all necessary.

  4. Thanks a lot for the thoughtful answers. My guess is that something like In Search of the Unknown, where the GM fills out the treasure and the monsters in a room (area, for DW) but in real time, according the fronts (and the GM moves) might be a good fit for Dungeon World.

  5. To be fair, the format for DW adventures hasn’t really been established yet, which is kinda awesome. Everybody seems to be approaching them different, which is great and leads to a great window into how other folks think about prepping for and running games.

Comments are closed.