A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them.

A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them.

A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them. Perhaps it can help others? Is there anything else you’d add to the sheet?

https://drive.google.com/open?id=1r5WLWU42_UPMhpH0xJRuF_gjpObloXrp

https://drive.google.com/open?id=1r5WLWU42_UPMhpH0xJRuF_gjpObloXrp

7 thoughts on “A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them.”

  1. It is a good idea – you could also have a column next to them so you can put in tally marks so you can work out which ones you’ve used often and those you haven’t used yet.

  2. This looks great. I like how you formatted it into rollable tables. As far as things to add… perhaps some short adventure seeds and NPC traits.

  3. It’s nice, but I don’t think GM moves can be “rolled”. So, the new GM has to learn, at first, all your moves follow the fiction, it’s not an aleatory decision.

    If something happens the outcome has to make sense of what was said inside the history, and show up with things said for the players to make it a “responsive game”. What do you think?

  4. Making moves that follow the fiction is the goal and the best way to play, but sometimes when I’m GMing (and I assume this happens to others) I can’t decide or choose, and would rather force my brain to create a move based on something aleatory. It’s training wheels to keep the game moving.

  5. I think it’s cool. Classify creatures like that is a huge help. I miss poison effects, I think poison can be more fun if they do other than just damage. Great job Joseph Madigan

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