I wrote down some of the things I have learned about writing adventures for Dungeon World:
http://redboxvancouver.wordpress.com/2014/07/28/writing-dungeon-world-adventures-some-tips/
http://redboxvancouver.wordpress.com/2014/07/28/writing-dungeon-world-adventures-some-tips
Some good observations!
Excellent.
I love the part where the PCs mutate in what they described earlier.
Heh, that’s from an adventure I’ve been meaning to write for a long time now but it keeps getting pushed down the priorities list.
Smart stuff.
Looks good!
Really great advice! I always struggle with writing this kind of stuff up, so your observations are really useful.
On the nail mate. I’ve learned to actually ‘leave blanks’ by writing a description or scene establishment sentence in my Grim Portents that literally has ‘blanks’ ________ in it! Sometimes I even have a choice list too (like in the playbooks), that gives me enough of a suggestion that I can accommodate the players interests on the fly, but have a rough idea of what might be encountered.
Just like bonds!
Yeah, blanks can also be lists of choices, random tables, potent questions, custom moves, or other means of supporting the players (including the GM) in generating content.