Tomorrow, I’m running my first game of Dungeon World! Wish me luck!
Tomorrow, I’m running my first game of Dungeon World! Wish me luck!
Tomorrow, I’m running my first game of Dungeon World! Wish me luck!
Tomorrow, I’m running my first game of Dungeon World! Wish me luck!
Tomorrow, I’m running my first game of Dungeon World! Wish me luck!
So, I just got Dungeon World a couple of days ago, and I’m trying to round up a group to play.
So, I just got Dungeon World a couple of days ago, and I’m trying to round up a group to play. So far, I’ve got two yes’s, and two maybe’s. The yes’s are going to be a halfling thief, and an elf ranger. One of the maybe’s is thinking of either a cleric or a druid; he wants to be a healer. The ranger and the undecided maybe have never played tabletop RPG’s before, while the other two have played in my games, both separately and together.
One thing I’m already liking about the game is that, while it’s designed for a low prep, high improv style of game, it still allows for quite a bit of prep work. (This, I think, is probably a good example of “draw maps, leave blanks”. Or, DMLB.) There’s even a bunch of prep work available as starters and adventures available. This seems ideal for someone like me, who enjoys prep, but is still somehow never actually prepared. As a result, I usually end up both overprepared and underprepared.
While I could put in my typical amount of work, this first time, I want to try to play the game the way it was intended. That means I’m putting in as little planning as I can manage, and hope for the best. All I know so far about this game is that it will be a dingus hunt, will start in a city, and will somehow involve wilderness travel. There may be cultists. I don’t know. I don’t even know what the dingus is, or why they’re hunting it.
We’ll see how this goes.