Okay. My first session of DW happened this Friday. Myself as the GM. It was hard. Very hard.

Okay. My first session of DW happened this Friday. Myself as the GM. It was hard. Very hard.

Okay. My first session of DW happened this Friday. Myself as the GM. It was hard. Very hard.

I can say a lot of it was down to my poor preperation. I was confused as to what moves actually were and there were cases where a player wanted to grapple an NPC but I had no idea which move to use. I also had problems keeping everything in my head at the same time. Thinking too much about stats, not enough about the GM principles and moves.

I had a slight problem because I had to GM a group of 5 people. Which I realise now is one too many. As well as that most of my players refused to read, listen and kept on talking. Incessantly.

One of the players was playing a fanatical paladin. This player dominated the group. Whenever anything was going on, he did it. I put a small and incredibly simple puzzle down for the thief at the table, who was the quietest of the group, just to draw attention away from him, but it took at least ten minutes after the paladin had asked me (several times) if there were any guards around (the thief’s task was to unlock a city gate) before the thief piped up and said he had something which could unlock the gate.

Basically what happened was that the idea I had for the adventure was totally hijacked by a domineering (both in and out of game) paladin who lead the group on a journey to deliver divine judgement on some poor, unwitting, desperate soul.

I wanted to ask:

How do you GM a good adventure with a person like that at the table?

And

Should I care about the stats? Or more about the narrative?

P.S. The paladins roleplaying was excellent, though.

Okay, this Friday I’m going to GM my first ever proper DW game.

Okay, this Friday I’m going to GM my first ever proper DW game.

Okay, this Friday I’m going to GM my first ever proper DW game. As in the characters are going to do stuff. The only problem is that I am very confused as to what to start with. I have done character and world creation. But my question is, should I create an adventure? Should I plan a rough outline of the scenario? Should I come to the session with only one idea, and roll with whatever happens? I find the rulebook beats around the bush somewhat.

Okay, this question is probably very stupid of me to ask, but I am finding no clues to it in the Dungeon World…

Okay, this question is probably very stupid of me to ask, but I am finding no clues to it in the Dungeon World…

Okay, this question is probably very stupid of me to ask, but I am finding no clues to it in the Dungeon World rulebook. Basically, when they say roll+(anything). What do you roll? A d10? Your base attack dice?

-A confused newbie