I’ve shared a few stories about my young kids playing dungeon world but today’s game triggered a game design…

I’ve shared a few stories about my young kids playing dungeon world but today’s game triggered a game design…

I’ve shared a few stories about my young kids playing dungeon world but today’s game triggered a game design question for me.

The Story: I was driving my 5 year old boys downtown and they said they wanted to play our dungeon world game. I started the story up from the last session and they informed me that I had missed a session and they caught me up. This was more than a bit surprising, but they explained they had played in mom’s car. Mom doesn’t participate in gaming at all, so I asked them to play without me so I could listen.

Through the filter of 5 year old silliness, they essentially traded off the GM role after every roll. The game went:

1. K sets the scene, “what do you do.?”

2. R acts triggering move.

3. They mutually agree on result of the move (they didn’t have dice)

4. R sets new scene, “what do you do?”

And the cycle continued.

So the question: Are there any PbtA hacks built for two players that follow this structure (but with dice)?

After their game, one of my boys also said: “Dad, dad! I think we may be the first people ever to play a game like this!”

“Son, let me tell you about a man named Gary…”

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