Weee, after a few months of asking newbie questions and getting distracted, I finally ran a DW oneshot / test game with friends!
It went well – started with intro to DW and creating characters at around 7pm and by a little past midnight we had reached the a good wrapup point at the end of my little adventure, with all 4 players having enough XP to hit level 2 (after the End of Session rewards).
Went fairly smoothly, with a few little kinks in places – Have identified a few things I need to do better, but everyone seemed to have fun 🙂
Ensuring everyone has fun is the most important thing. 🙂
One thing I definitely did wrong is misread the 7-9 result for Defy Danger. I read the “you stumble, hesitate or flinch” part but not the “GM will offer you a worse outcome, hard bargain or ugly choice” part.
There was a lot (perhaps too much? Maybe I was using too many soft moves, or too many “it’s coming right at you” setups?) of Defy Danger with DEX rolls, and I could have made the outcomes much more interesting if working with the proper prompts…
I think I also need to reference/remember the GM moves and put more of them into the mix more often. One bit of combat could definitely have been more interesting with some PC separation, using up resources, etc… But regardless, it was a close and fairly interesting/fun battle 🙂
It was a bit hard figuring out how to make creatures go on the offensive and make them initiate attacks rather than only counter-attacking on 7-9 or 6- rolls…Â
For the GM moves, I’ve heard people say they keep a list in front of them and put a tick mark next to each move as they use it. That helps them see which moves have been used a lot and which need some more love.
It took me a while to get comfortable with “going on the offensive” with my monsters, too.Â
Those monster moves listed with each critter? Just make them whenever the players look at you like ‘what happens now?’
Or just make them regardless!