Ok, I’m a veteran GM but Dungeon World still is something new to me. I mean, I’ve read the book three or four times, read the Guide, and even played as a player once. Yet, when I think of adventure design I feel I may be at odd with “play to see what happens.”
My main problem is with the portents and its dangers (sorry if I confuse a term or two, but my DW book is in Portuguese). While they are great in theory (from a standpoint of someone who still needs to play as a DW GM), they seem to lead me to a trap.
Let me explain. If I make a list of 5 escalating problems to the players and they are able to defeat the threat in the 2nd step, what I believe it can happen:
a) Problem solved for the players. World is a little safer this time. But as a GM I’ve wasted 3 other problems that won’t see the light of day; or
b) Okay, they solved THAT part of the problem, but as there are 3 more problems after that, they somehow shoehorn themselves in the game: it’s a railroad, so it defeats the the purpose of “playing to see what happens.”
I can live with a). Have done this for years (love hexcrawls and sandboxes, even when there’s some epic plot buried there to be found–or not). But when I’m on a sandbox, for example, I rarely plot the steps of something bad happening: I usually give it a trigger and, when it comes into play, I develop the next step (if there’s need of one) on the fly. It’s an improvisational style.
-How do you advise me to deal with this a) and b) situation?
-Can you provide some links to a campaign setting tailored for DW that could act as a good example of DW setting design?