While DW isn’t my “go to” system to run, I had some teens that wanted to play an RPG and DW seemed to be the best choice for newbies. As expected, was a lot of fun. I was surprised that it turned a bit into a murder hobo session during the first game, but I supposed I shouldn’t have been though.
I left 99.9% of the world blank, and even the reason for their mission blank, filling it it with their answers to my questions. I normally don’t run things this way, so it has been a good exercise as I let the Discern Realities and answers to questions start detailing the locale and the world…even affecting the scenario we played out. It seemed to work out fairly well.
Now, I have two weeks to come up with an under-city map/adventure/front that leads to a treasure of some sort….
Murderhobo is not a learned behavior but a natural state.
Instead of trying to script out various possibilities for the under-city adventure, why not work on a new set of questions that will help the party detail their new undertaking. I mean, if it ain’t broke, why trouble yourself with fixing it ^_-
Marques…. because while the rescue they performed “above ground’ was fairly easy for me to run with.. The adventure below ground (which is a result of their answer to a question) is MUCH more difficult for me to be as spontaneous in coming up with on the fly. But to your point…I may try to leave a number of things open for spontaneous answers.
I hear what you’re saying Jeff. Are you familiar with Adventure/Dungeon Starter format (http://goo.gl/7DgIku)? I find that type of preparation does very well for DW and helps avoid any type of traditional railroading. Another approach is to simply write something up (http://goo.gl/9QQCPp or http://goo.gl/AwKwrg). Both of these methods work for me quite well.
Nope….I will check out all the DW goodness. Thanks!