Dragonslaying on a Timetable: How To Run A Tight 4-Hour Dungeon World One-Shot
When I run Dungeon World in a four-hour Games on Demand slot, I want our game to resemble a simple, traditional fantasy adventure story — a story in which some characters travel somewhere, do something, and in the end are all changed.
I’ve evolved some techniques that hit this mark pretty consistently. If you want to run tight Dungeon World one-shots, these may be helpful to you!
(Next, I need to document how to do this exact same thing in just two hours, because our Games on Demand environment is evolving towards shorter games and I want to follow that.)