In preparation for running a DW game with friends who have experience in other systems, I’ve prepared a one-page “Dungeon World for New Players” summary of the main things I think they should know going in.
Hopefully it’s useful to others. Let me know if you think anything could be better explained or anything important is missing.
Maybe a line explaining how hold works? I’ve had some players be a little confused by that, especially Druids and anybody doing Defend – “What am I holding?”
I might start with “to do it, do it”, or something similar — an archetypal AW rule that shows this ain’t the game you are used to.
I like it. Can the GM tweak things on the fly to make it interesting or give a challenge? I hear fudging (faking) stats, powers or numbers, and I wouldn’t have thought so.
Shane Donohoe Forget numbers, you’ve got plot! Here is how you tweak things on the fly to make things more interesting.
“One of the goblins lifts a misshapen trumpet to his lips and blows a sour, echoing note. There’s a series of distant crashes and then an ogre busts through the wall like Kool-Aid Man.”
“As you vault over the pit and round the corner, leaving the party behind, eight eyes and one body that fills the corridor lazily focus themselves toward you. What did you just wake up?”
“You cave the goblin’s chest in. And he grins coldly and stabs at your kidney. He won’t die! Why won’t he die?!”
Yeah that’s what I was angling at – if things are not suitably challenging it interesting, monsters may suddenly so something they haven’t done before, etc.