One question I have had for a while:
How do I manage the move “Undertake a Perilous Journey”
Do I describe it day by day, or as a whole. The move for this says roll once for the entire journey, so does that mean for every encounter, if the scout rolled a 10+, I let them get the drop on every single monster they encounter? Please help.
I also have trouble with coming up with ideas, especially on the fly. I have to have something written out word for word for the session to actually be fun. Any help?
You might look at The Perilous Wilds for ideas: drivethrurpg.com – The Perilous Wilds
It has some alternate moves for journeying, and provides some random tables to help spur ideas for what might go wrong with navigation/scouting. For examples of what’ll be output, look at the Danger/Discovery generator here: https://perilous-wilds.geekwire.net/welcome
“I have to have something written out word for word” if you’re not up to improvising, then Dungeon World might not be the game for you to run.
I use it when wanting to skip through some time, traveling across a map. If the party has to get from town A to city B & it’s a 3 day journey on foot, I’ll make them roll for that move. Maybe there will be an encounter, maybe there won’t.
If they’re trudging the through the woods or delving through a dungeon, just do your normal thing. Expend rations when it’s night time, ambush them if you feel like it.
As for coming up with ideas… have you seen the movie, 8 Mile? A rap battle looks like this awesome back & forth of rhymes & insults on the fly but it comes from hours of sitting on the bus, writing in a notebook. GMing is kinda the same – do your prep, come up with more situations than you’ll actually use & draw on them as the occasion arises.
I’d like to touch on what you mentioned about having things written out as well. Perilous Journey can be a great opportunity to “Ask Questions, Use the Answers.”
You’re traveling through the Burning Sands, what famous citadel once stood along the path?
What monsters are said to roam the sands only at night?
You don’t encounter any monsters, but a merchant tries to sell you a valuable item, what is it? Do you buy it?
Etc.
Additionally, you can break the journey up as much as you want–1 hour, 1 day, 1 week, etc. and have as many, or as few, encounters as you like, though I find fewer is much better.
I think of the move like a montage scene from a movie.
I’ll chime in to agree with those that are saying you may want to brush up on your improv skills… no, not by taking a class, but by sketching out “rooms” (which can be outdoors), and encounter ideas, maybe putting down some key phrases for when things (your moves) happen. The DR podcast also had a bit about this — definitely worth a listen: gauntlet-rpg.com – Episode 41 (skip to it, if that’s all you’re interested in). Another place for room ideas/style tips is the Drunkens and Dragons channel on Youtube (where I was sold on DW from his review)
I’d also like to 2nd the Perilous Wilds shout. It’s an excellent resource for all kinds of stuff. In fact, it’s the only resource I use outside of the core rule book.
Thanks so much for your help. I’ll certainly take your words into account. I will definitely take a look at the Perilous Wilds book. Dungeon World is supposed to be a conversation, just figured that out…
I think I need to stress to my players that it’s not just me telling the story, we have to tell it together. Thanks, guys!