Oh boy, here we go. As a follow-up to my absolutely disastrous excuse for a Dungeon World Primer, I’ve written a 5-page commentary that highlights what I consider to be the most important GM rules that separate DW from other RPGs. Since it focuses on GM rules, it’s not really a primer for the players, but I think it is an interesting read nonetheless for those that are passionate (or very curious) about the game.
This version is still a draft, and I fully expect it to be torn apart, ripped to shreds and burned to ashes by the community. I have a tendency towards unnecessarily hyperbolic language, so don’t be afraid to point the worst of them out too.
I wrote this commentary/guide for many reasons. I wanted to put more thought into some of the rules that I initially glazed over, then blew me away when I really analyzed their implications. There are also frequent questions and mistakes resulting from a lack of understanding of DW’s GM rules, or even what DW is really about to begin with. A lot of other primers focus on dice rolls, character sheets and other nit-picky details, while completely missing the big picture of how DW is supposed to be played.
I don’t claim to be an expert. On the contrary, this is a way for me to learn more about the game. Part of the guide is from experience, especially what happens when the rules are not followed. Basically, what I learned from our group’s mistakes. The other part is a thought-experiment: what might happen if I ignore those rules? And finally, I’ve incorporated a lot of criticism from my doomed primer.
I’m not sure if I would keep calling this piece a primer, even. It’s definitely long-winded.
Anyway, tell me what you guys think. Like it? Suggestions? Burn it with fire? I’m ready to mark XP.