When you read and understand Dungeon World, Roll + INT…
Much advice and interest has been given on how to be a better GM. This little document has helped me by providing not just an explanation of the rules, but the thought process that a DM goes through when running a game, making fronts, running combat, etc. Especially handy is the last section containing an example of play, where the side-bar is the GM explaining the choices and why such a move was the decision here.
https://drive.google.com/file/d/0B875aeTxIYweR1lyNnJRZGJFUUU/view?usp=sharing
This is actually a really good document.
This is actually a really good document.
Agreed. It’s very much a handbook written by someone who has the right mindset to run the game, and knows that lots of examples are a good way to help figure out the system
Agreed. It’s very much a handbook written by someone who has the right mindset to run the game, and knows that lots of examples are a good way to help figure out the system
I read this early last year when I was getting ready to run Dungeon World. It helped the game make so much sense. Actually, it helped clarify Apocalypse World, too. I had read the AW rulebook and was completely perplexed as to how it should actually go (it is a notoriously opaque book) until I read this document.
I read this early last year when I was getting ready to run Dungeon World. It helped the game make so much sense. Actually, it helped clarify Apocalypse World, too. I had read the AW rulebook and was completely perplexed as to how it should actually go (it is a notoriously opaque book) until I read this document.
Although, to be fair Ferrell Riley , you had probably internalized a lot of this stuff already, just by virtue of having played lots of DW. It is, however, nice to see it all in print.
Although, to be fair Ferrell Riley , you had probably internalized a lot of this stuff already, just by virtue of having played lots of DW. It is, however, nice to see it all in print.