I was thinking about collaborative role playing in dungeon world. At the end of every session, players answer these questions:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
What if we used these questions for world creation or at the beginning of sessions. What If we asked players to:
Tell us something new and important about the world
Tell us about a notable monster or enemy (or NPC)
Tell us about a memorable treasure (You want)
I do like the idea of players making cool decisions about the world. Players designing artifacts that they would like, enemies they would like to face and elements they want to include.
What other meaningful ways can we end sessions and tie them into the next, or tie them into the world? How would the setting effect what was important at the end of the game? What is worth awarding experience for?
2 thoughts on “I was thinking about collaborative role playing in dungeon world.”
Instead of saying “There is an army of orcs marching on the town” – say “There is something threatening the town from the forest to the east; what is it?” The players will tell you the sorts of threats they hope to face with their answers.
Instead of saying “The army of orcs is led by a lich calling forth the undead” – say “Something leads this threat, and is calling forth the undead; what is it?” and someone might say “a lich; of course”
One of the simplest and most effective ways to hack DW is to change the end of session questions which award XP. Specifically, that are written to more closely correlate with the desired focus of the campaign. E.G.: If you want your game to be more about stopping the lich’s plan for world domination than exploration, you could change the End of Session XP question to “Did we learn something new and important about [the lich]?” Similarly, any or all of the three questions could be adjusted to narrow your campaign’s focus and tone.
I like this idea^
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