New GM here (to everything not just Dungeon World)  I have a lot of trouble encouraging creativity and involvement…

New GM here (to everything not just Dungeon World)  I have a lot of trouble encouraging creativity and involvement…

New GM here (to everything not just Dungeon World)  I have a lot of trouble encouraging creativity and involvement in my game so far.  Asking questions feels like pulling teeth.  As an example, we have a fighter in our group.  She only wields brass knuckles.   During character creation I tried to ask questions to use the answers, but I was stone walled.  “That’s pretty neat, sounds like an orcish weapon, did you have a master who taught you to use those or something?”  I taught myself.  “So how’d you get those 22 coins, did you maybe sack a windsail caravan, kill some wandering spiritbinder?” I looted them of dead bodies.  “What kind of bodies?”  I don’t know.  “Why did you become a mercenary, what do you want from life and adventure?”  I like to punch things.  Combat’s the same way.  An elven man fly’s out of the darkness, murder in his eyes, and what looks to be antlers sewn onto his head, fresh blood oozing from the wounds.  What do you do?”  I dodge.  I punch him.  Later…  “He sinks his teeth into the side of your face, worrying the flesh, actually biting off a chunk of ear.  What do you do?”  I punch him.  “You don’t yell or anything?”  I punch him”  its like this with all the players, even though they’ve played dungeon world before, in multiple different campaigns.

Is this even an issue, or am just projecting my on desires for how I want the game to go onto my players?  If it is a problem, how do I fix it?  

For the Fighter’s Seeing Red advanced move, the text just reads take +1, is this forward or ongoing?

For the Fighter’s Seeing Red advanced move, the text just reads take +1, is this forward or ongoing?

For the Fighter’s Seeing Red advanced move, the text just reads take +1, is this forward or ongoing?

When you stop just lurking, roll+ CHA…

When you stop just lurking, roll+ CHA…

When you stop just lurking, roll+ CHA…

Is magic item monday’s still a thing?

Sunflash- The head of this mace is made of a queer golden metal, mined from the peak of the great mountain Nortsadnamalas  Its white marble handle is veined with gold and covered with primitive depictions of sun worshipers.  Each time the sun rises, gain +1 flame.  The mace can only hold 3 flame at a time. All affects end when the sun rises anew. 

Spend 1 flame

-deal 1d6 extra damage on your next hit.

-light Sunflash with the light of an uncommonly bright torch

Spend 2 flame

-light Sunflash on fire, giving +1 damage on going

-give off a brief flash of light, allowing an ally or yourself a chance to avoid an attack unharmed

Spend 3 flame

-cast Fireball 

– permanetly light an area with the brilliance of dawn