So, I am runnning DW for the first time at a con (second time ever in the DM chair) tomorrow for a few friends. I’ve got 4-5 people, and about 4 hours to kill. I’m confident going in since the rules are clear and the book is thorough, but I thought it might be wise to check in with some experienced folks.
What are some of the easy mistakes to make as a newbie?
Off the top of my head would be, spend more time setting up than you think you should đ
The more time you spend asking the players questions about their characters the more stuff you’ll have to work with. Ask them questions about everything. If their “look” is “scarred” ask them how they got the scars. “Oh, you got the, in the gladiatorial arena? Well, I guess we have one of those now.” And so on.
Also, you might want them to collaborate just a bit before they pick their play books as to what they think they want to be doing and how they want to interact with the world. It will help them develop bonds that you can leverage for story.
I found that I tended to rush through the setup in my early DW games because I was anxious to start. But if you engage the players during the setup it can be one of the most enjoyable parts.
You have 4 hours, so if you spend he whole first hour setting up you’ll still have 3 hours for a nice long arc.
Thanks Ben. I’ll probably do that. It should help to get them out of D&D habits also.
Totally. DW demands a more collaborative approach.
I second the creativity time at the beginning. Especially with 4 hours, a solid hour of that would be nice for story and character development. Make sure the players really feel a bond to be together as well as a defined purpose in the world. I went back and read all of what Ben Badger said and I basically just repeated it, hah! I guess that shows how much I agree.
Indeed! It’s one of the larger concerns I have really, getting them on that narrative train.
I like the characters to introduce themselves and their background before I do bonds or story information because I usually end up seeing players pick their bonds as they hear more about the other characters. Gives them a way to naturally connect and slip into the Bond-choosing stage. This also gives me a few ideas and questions to ask players as soon as they finish Bonds. I can write as they talk and then dig into those bonds/backgrounds afterwards to make their character fit directly into the story.
Read Tim Franzkeâ’s guides… dang I don’t have the link right now… anyone?
There is a file called “Tight Dungeon World One-Shots” that has a lot of great advice for exactly this sort of thing. I’m using it at a convention in a couple of weeks.Â
You can find it here:
https://docs.google.com/document/d/17ypjtlHfcwqrU_-x4b7o0e8tZ_dN2TiNLUu48MLAw7Y/edit?hl=en&forcehl=1#heading=h.t8tfotiv4mt1
I didn’t write the thing, but I wish I had.Â
Oh man, that is really, well, tight. That’s exactly what I was looking for. Thanks!
John Aegard Works like a charm. Use the index card map! Wouldn’t run a one-shot any other way.
Yeah, that sort of blew my mind.
Yeah, it really was. I hadn’t read it before. Now I have to read all the linked articles too đŽ
thanks Matthew Klein and everyone! It’s great to hear that it’s useful to people.
Charles Green are you going to be running DW at Gamestorm? If so, I’ll see you there!
My new players have a tendency to default to choosing a move name for their response to “What do you do”. They’ll grab the dice and say “I’m going to hack and slash”, and I have to gently remind them that what they need to say is what their character is actually doing and I’ll tell them if they need to bother to roll or not, and what they should roll.
John Aegard Yes, I’ll be running DW at Gamestorm. See you there!
Michael Babler Yeah, that is one of my main hurdles I think. All of my players are coming from 3.5e D&D, so it’s going to take some doing.
To emphasize the point to new players I will occasionally mention to them, “If this were D&D you’d have to roll on that, but we’ve established that you’re a certified badass when it comes to underwater basketweaving so no roll is necessary.”
I’ve heard that some people have had success running DW without letting the players see the move sheets–basically putting all the move triggering in the DMs hands.
Thanks for all of the comments here. It really helped. I still made a lot of mistakes, but it wasn’t anything here at least! I failed at pacing because of 6 people in the game, tension, because I let them fragment too much, and was scared to really hurt the characters because I had 3 totally new players to tabletop games. Next time Gadget, next time!
Great to hear, Jordan. All my best mistakes resulted in my best learning. Congratulations!